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1 Create-a-Future: Writing a Science Fiction Story 
Used: Acceptable 
Very good condition. 1984 printing. Name inside front cover. Light browning to pages with a few stray pen marks. Stain on back cover.  
Price: 2.99 USD
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2 Forgotten Realms Summer Sneak Preview 
Used: Acceptable 
Includes chapters from Death of the Dragon by Ed Greenwood, Downfall by Jean Rabe, The Halls of Stormweather, The Scorpion by Stephen Sullivan, and In Hollow Houses by Gary Braunbeck.  
Price: 1.99 USD
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3 God's First Love: Christians and Jews Over 2000 Years 
Used: Acceptable 
Brand new unread copy. What responsibility do the Christian churches bear for the mass murder of Jews over the past fifteen centuries? In God's First Love, Friedrich Heer raises the quesetion of the positive guilt of Christianity in fostering anti-Semitism throughout its history. He shows that the concepts of Jew-hating and Jew-killing were based on Christian theology, taught by the most eminent fathers of the church, and how the writings of St. John and St. Paul, St. Augustine and Martin Luther, have all been used as the basis of anti-Semitic theory down to the time of Pope John XXIII. This book of deep historical thought presents a challenge to all Christians, Catholic and Protestant, to works towards a true reconciliation with the essential Jewish origins of their faith.  
Price: 15.00 USD
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4 Heer, Friedrich: Holy Roman Empire 
Used: Acceptable 
Brand new unread copy. The Holy Roman Empire survived for over a thousand years, and its history was intricately woven with that of Europe as a whole. Finally demolished by Napoleon and the French Revolution, the ghosts of the Old Empire haunt twentieth-century Europe in the guise of institutions and ideals, as well as political divisions and factional struggles. Starting with the coronation of Charlemagne in Rome on Christmas Day 800, and ending with the illegal suspension of the Empire by Francis II in 1806, Friedrich Heer recognizes and demonstrates the basic unity of European history. Working within an ambitious but comprehensive chronological framework, Heer examines themes central to the development of Europe -- the status of the Emperor and the meaning of kingship and leadership; the structure of the Empire, which was a federation, never an absolutist state; the internal conflicts within the imperial system, and the rivalry between empires to the west and east; the ever-shifting centres of gravity and power; the large measure of political and religious toleration, and the ever-present ideal of a united Europe.  
Price: 12.95 USD
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5 Rubaiyat of Omar Khayyam 
Used: Acceptable 
Edward FitzGerald's Victorian translation of the Eastern classic. Omar Khayyam, eleventh century philosopher, mathematician, astronomer, and poet, explored the most profound aspects of human experience in his rubaiyat, or four-lined verses. Here, the nineteenth century poet Edward FitzGerald brings these verses into English, giving them his own unique Victorian voice.  
Price: 1.95 USD
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6 Wilderness and Wastelands (D20 Generic System) 
White Wolf Publishing 2002-06-17 1588461211 Paperback Used: Very Good Paperback 
Previous owner's name in pen inside front cover. Whitening on cover edges. Crisp, clean pages.

Danger All Around

The threats adventurers face go far beyond the creatures that lie in wait for them -- the very terrain through which they travel can be a danger. Wilderness & Wasteland contains new hazards, diseases, plants and poisons, as well as rules and guidelines for making the terrain your adventurers pass through more than just backdrop. Includes five encounters designed to take advantage of the new rules presented rein, with information on scaling them up or down depending on the power level of your adventuring party.

 
Price: 1.90 USD
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7 The Mysteries, Revised Edition 
Atlas Games 2006-07-31 1589780760 Hardcover New Hardcover 
Brand new unread copy. No remainder mark.

Sorcery is Power.

There are Mystery Cults beyond the four Mystery Houses within the Order of Hermes. They keep their secrets hidden from other magic, revealing their knowledge piece by precious piece, and only to those who undergo their grueling ordeals. This book reveals all, from alchemists seeking immortality to theurgists trying to become gods. It describes secret cults' lore, organization, and initiation rites; includes new Virtues, Flaws, and Abilities; presents dozens of new spells; and introduces detailed new systems for joining Mystery Cults and progressing through their degrees of initiation.

Now your magus, too, can walk the paths of The Mysteries.

 
Price: 28.47 USD
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8 Idylls of King and Selected Poems by Baker, G.; Tennyson, Alfred Adapter-G. Baker
Signet Book 1961-02 0451522583 Mass Market Paperback Used: Acceptable Mass Market Paperback 
16th printing of 1961 edition. Heavy whitening along cover edges. Tiny bend bottom of front cover. Light stains on back cover. Pages tight with light browning. 
Price: 0.08 USD
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9 Body in the Library [Paperback] by Christie, Agatha Agatha Christie
Pocket Books 1984-02 0671900846 Paperback Used: Acceptable Paperback 
Pocket paperback printing, 1976. Original ISBN 0671810154. Stains on front and back cover. Heavy whitening on front cover, light whitening on cover edges. Pages yellowing, but otherwise tight and clea 
Price: 1.70 USD
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10 Pathfinder Chronicles: Dark Markets (A Guide To Katapesh) Amber E. Scott
Paizo Publishing, LLC. 2009-05-27 1601251661 Paperback New Paperback 
Brand new unread copy.

Profit Over All

Do as you will, but do not interfere with trade. Such is the law in Katapesh, as enforced by the mysterious Pactmasters. With this simple directive, Katapesh has grown from a gnoll-besieged frontier town to one of the mightiest trade ports on the Inner Sea. People come from all over the world and beyond to haggle, trade, and profit, whether the merchandise is common foodstuffs, exotic spices, potent drugs, rare magic, or hardy slaves. Reviled by some for its lack or morals and indifference to human suffering, Katapesh is the place to go if you're looking for something unusual and don't particularly care where it came from.

But there is more to Katapesh than just the city. Often mistakenly described as a desert wasteland, Katapesh has a lush ecology that thrives on the spring storms. Bizarre creatures unlike any others in the world live and hunt here. Strange cults worship stranger gods in the secrecy of hidden canyons. Desperate alchemists seek life-giving herbs in bug-infested swamps. Poor farmers guard fields of narcotic cacti, harvesting the wondrous drug called pesh in quantities worth a king's ransom to other parts of the world.

This book contains everything you need to know to run a complete campaign in the city or nation of Katapesh, and makes a perfect addition to the Pathfinder Adventure Path, Legacy of Fire. In the pages of this book, you'll find a lengthy description of the capital city of Katapesh, its landmarks, and its notable residents; information on the cities and sites in the surrounding lands, complete with maps of the city and country; four new monsters; a new prestige class for profit-minded explorers; several new feats and spells; and much more.

Because when you come to Katapesh, you'll need all the advantages you can get!

The bustling bazaars of Absalom offer countless delights, but even they do not sell everything. Only in the peerless markets of mysterious Katapesh can one find anything for sale, from the lost diamonds of a fallen empire to a clutch of slaves freshly captured off the Inner Sea coast. This exotic desert locale serves as the backdrop of the Legacy of Fire Adventure Path in the monthly Pathfinder series, and this informative, lushly illustrated full-color guide presents everything players and Game Masters need to know to bring the dark markets of Katapesh to terrible life.

 
Price: 13.29 USD
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11 Dragonlance Bestiary of Krynn Revised (Dragonlance) Andre La Roche; Cam Banks
Sovereign Press 2007-05-16 1931567298 Hardcover New Hardcover 
Brand new unread copy. No remainder mark.

Creatures of Krynn From Across the Ages

Creatures great and terrible have ravaged the lands of Ansalon and beyond through the five ages of the world. Some are familiar, creatures that one might easily encounter should the journey go into the wild. Others are mysterious, unknown threats that lurk in shadows or hide behind magical camouflage.

The Bestiary of Krynn is a resources for games set in the world of Dragonlance. It is a collection of creatures, ranging from terrifying fire dragons of Chaos to the tiny, dagger-like Feeders. Contained within these pages are a mix of foes, both old and new, challenges for adventuring parties of any level. Each entry has descriptions and game statistics useful for those who plan adventures carefully as well as those who prefer to think on their feet. All game information is fully compatible with the revised edition of the d20 System rules.

How do nobles of Palanthas feel about a vapor draconian mystic? Players interested in monstrous characters will find a full range of options in this volume, while new rules for acceptance in civilized lands will ensure that life never gets dull for powerful, nonstandard characters. The rest of the book will make that adventures never get dull -- for anyone!

 
Price: 6.62 USD
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12 Dungeon Crawl Classics #5: Aerie of the Crow God Andrew Hind
Goodman Games 2006-01-01 0977073890 Paperback New Paperback 
Revised edition with sequel "Seed of Evil." Brand new unread copy. No remainder mark.

Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere.

Aerie of the Crow God was nominated for Best Adventure in the 2004 Gen Con ENnie Awards. This special expanded edition includes an all-new sequel to the original adventure! Lady Elisabeth Pendour beseeches the heroes for their help. They must recover a key that was on her husband's body when he perished trying to clear an ancient tower. The tower was once a coastal fortress, but now it lies in ruins, occupied by black-feathered rook harpies who worship a foul carrion crow demon. Lord Pendour sought to free his subjects from fear by clearing the rampaging rooks from their nests. But he failed, and unless the heroes can recover his body, the crow god will come for his wife, too...

Features

  • The original award-nominated Aerie of the Crow God adventure plus a new adventure, "Seed of Evil," a never-before-seen sequel that continues where Aerie leaves off.
  • Nine fully illustrated player handouts, designed to bring the adventure alive for your players!
  • Includes stats for three new monsters, all integrally tied to the adventure, as well as several new magic items, plus background on the environs of Gurnard's Head.

An adventure for character levels 7-9

 
Price: 5.67 USD
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13 Dungeon Crawl Classics #24: Legend of the Ripper Andrew Hind
Goodman Games 2006-10-04 0977641821 Paperback New Paperback 
Brand new unread copy. No remainder mark.

Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere.

The city is gripped in fear! The Ripper has returned after a 125-year absence and is once again carving a trail of blood through the slums of Millers Court. Also returned is the ghost of Mari Kell, his last victim from more than a century ago, and she haunts the streets where she was killed. The city watch is at a loss to solve this supernatural mystery, much less apprehend the Ripper himself. All the clues point back to the hovel where Mari Kell was slain long ago. If the heroes are brave enough to enter, will they find the Ripper himself there?

Features:

  • A classic plot -- with a fantastic twist
  • An urban dungeon crawl that begins in a city and ends in lost caves under the sewers.
  • All-new Jeff Dee cover art
  • Written by ENnie-nominated author Andrew Hind (author of Dungeon Crawl Classics #5: Aerie of the Crow God)
  • World-neutral location designed to be dropped into the seedy underside of any city in your campaign

An adventure for character levels 1-3 

 
Price: 12.33 USD
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14 Dragon Magazine #222 The Many Forms of Horror Anthony J. Bryant
TSR Inc 1995-11 0786902736 Magazine Used: Very Good Magazine 
October 1995 issue. Whitening on cover edges. Bends to bottom right corners of pages. Crisp, clean pages.

The October 1995 issue of Dragon Magazine includes the following articles:

  • "Adding Substance to Psionic Combat," by Bill Slavicsek, pp. 75-79. It's mental combat, so try using imagination in its execution.
  • "The Death Knight," by Ed Stark, pp. 10-14. To keep your campaign lively, sometimes you need a little extra-powerful un-life.
  • "Dragon Magazine Interview: Steven Brust," pp. 55-57. Sit back for an interesting chat with the man who gave us Vlad Taltos.
  • "It's All in the Details," pp. 62-70. Illusions are potentially more deadly than you think.
  • "The Necrology of the Penanggalan," by Paul F. Culotta, pp. 16-24. Some forms of undead are so terrifying and fell that even mighty paladins can fall prey to their powers.
  • "Running Scared... and Really Fast," by Spike Y. Jones, pp. 81-84, 116. Scare your superheroes right out of their tights.
  • "Roaming the Realms," pp. 42-44. Forgotten Realms. The green elves of Faerûn.
  • "Secrets of the Sunless Seas," by Wolfgang Baur, pp. 90-94. In the depths of the Underdark, the powerful aboleths use glyph magic. An article for use with the Night Below boxed set.
  • "A Slither in the Dark," by Gregory W. Detwiler, pp. 96-100. Call of Cthulhu. A retired officer of the British Raj reflects on his encounter with a fierce creature of the Mythos.
  • "Who Needs Hit Points When You Have Credit?" Pp. 86-88, 118. Eight ways to give 0-level bad guys an edge over powerful PCs.
 
Price: 1.70 USD
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15 Dragon Magazine #224 Fantastic Architecture Anthony J. Bryant
TSR Inc 1995-11 0786902752  Magazine Used: Like New Magazine 
December 1995 issue. Light whitening on cover edges. Crisp, clean pages.

The December 1995 issue of Dragon Magazine includes the following articles:

  • "Bazaar of the Bizarre," pp. 53-55. Natural endowments: magical items for the more nature-oriented or primitive sets.
  • "The Castle Designer's Guide to Coping with Magic and the Supernatural," pp. 10-16. Medieval architects never had to worry about attackers riding dragons, or with wands of fireballs. How can a fantasy castle designer cope?
  • "The Chronology of Krynn," by Harold Johnson and Sue Weinlein [Cook], pp. 72-76. Ever wonder which of those Dragonlance stories came first, and what happened when?
  • "The Ecology of the Lammasu," pp. 114-116. These lion-men, powerful protectors of law and good, stand watch over those who need protecting.
  • "Elven Cities & Settlements," pp. 18-20. This random generator provides a quick solution to designing customized elven cities.
  • "The History of the Rod of Seven Parts," by Skip Williams, pp. 66-70. Here's the inside story of the AD&D game's best-known artifact, from the man who may -- or may not -- have created it in the first place.
  • "Sleep of Ages," by Steven Schend, pp. 26-32. Forgotten Realms. Explore dwarven tombs built by master architects, and learn the secrets of their deadly traps.
  • "A Thousand and One Words," pp. 47-48. Don't just say, "I hit the orc"... it's dull. Being colorful in your descriptions can add a whole new dimension to your game.
 
Price: 2.81 USD
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16 Midnight: City of Shadow Anthony Pryor; David Griffith; Cos Koniotis; Anneth Lagamo
Fanasy Flight Games 2004-06 1589941470 Paperback New Paperback 
Brand new unread copy. No remainder mark.

A Sourcebook for Theros Obsidia

As the Third Age came to a bloody close, one of the first victims of the brutal march of the Shadow's armies across Eredane was the city of Highwall. Since the First Age, the city and its Scholar's Academy stood as a beacon of hope and enlightenment in a darkening world. That shining beacon was shattered seemingly overnight as the fury of the Shadow in the North descended on the world.

Now, a hundred years later, the city of Highwall lies in ruin. At the center of this desolation rises Theros Obsidia, a black tower of impossible size that was magicked from the earth and stone like a splinter drawn from flesh. This is the locus of Izrador's power in Eredane and the fortress of his legates, the Order of Shadow. Huddled around the tower are the camps and garrisons of the Shadow's hordes, along with the ruins and hovels of the city's survivors. Highwall has become a place of death and darkness, and only the bravest, most foolhardy, or most desperate heroes dare to intrude into the heart of Shadow.

The fourth supplement for the award-winning Midnight campaign setting, City of Shadow offers detailed information on the ruined and occupied city of Highwall, a level-by-level description of Theros Obsidia complete with beautiful maps and illustrations, and in-depth information on the Order of Shadow.

Specific NPCs and locales within the city and the temple are detailed, offering everything from statted opponents to adventure seeds. Finally, the book includes a section giving advice on how to incorporate Theros Obsidia into campaigns, on how to run an evil Midnight campaign, and providing new prestige classes and spells specifically for legates.

  • In-depth background and description of the most dangerous location in the world of Midnight
  • Overview of the hierarchy and intrigue of the legates of Izrador
  • New feats, spells, and prestige classes usable by the priests of the Shadow
 
Price: 10.43 USD
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17 Fortress of the Yuan-ti (D&D) Ari Marmell
Wizards of the Coast 2007-09-18 0786943602 Paperback New Paperback 
Brand new unread copy in shrinkwrap.

Storm the Nest of Vipers

Evil yuan-ti conspire to destroy a kingdom using dark rituals and the bones of a long-dead king. To win the day, heroes must storm the yuan-ti fortress and wrest the bones from the cultists' clutches before they complete their rituals and unleash a far greater menace upon the world.

DD3 Fortress of the Yuan-ti is a Dungeons & Dragons adventure designed for 6th level characters. The third adventure in a three-part series, it can also be played as a standalone adventure. Each encounter contains special tactical information for the Dungeon Master and expanded map features for ease of play.

 
Price: 2.81 USD
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18 The Plane Below: Secrets of the Elemental Chaos: A 4th Edition D&D Supplement Ari Marmell; Bruce R. Cordell; Luke Johnson
Wizards of the Coast 2009-12-15 0786952490 Hardcover New Hardcover 
Brand new unread copy.

Where Chaos Rules
Adventures Follows

A hotbed of adventure awaits in the roiling maelstrom of the Elemental Chaos -- a tumultuous plane of primordials, titans, elementals, slaads, and demons. From the City of Brass to the githzerai monastery of Zerthadlun to the spiraling depths of the Abyss, adventure lurks behind every lava waterfall, across every icy battlefield, and beyond every raging lightning storm.

This Dungeons & Dragons supplement explores the Elemental Chaos in detail, featuring key locations throughout the plane. It also presents new monsters, adventure hooks, encounters, hazards, and everything Dungeon Masters need to make the Elemental Chaos a featured setting in their campaigns.

 
Price: 18.29 USD
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19 Advanced Player's Guide (Dungeons & Dragons 4th Edition Supplement) Ari Marmell; Editor-Joseph Browning
Expeditious Retreat Press 2008 1934434175 Paperback New Paperback 
Brand new unread copy.

Advance Your Fourth Edition Game!

The Advanced Player's Guide contains 3 new races [including the gnome], 5 new classes, 20 new paragon paths and over 300 new powers. Harking back to the heydays of yore, yet with a solid footing n the present game, this book provides you rules for savage warriors, nature priests, martial artists, troubadours, and spellbinders. Also contained herein are craft rules for making objects along with a system of lingering wounds to advance your game to the next level.

Call the storms and stir the rage within!

 
Price: 19.00 USD
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20 Dungeon Crawl Classics #37: The Slithering Overlord Artem Serebrennikov
Goodman Games 2007-11-30 0977960242 Paperback New Paperback 
Brand new unread copy. No remainder mark.

Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics adventures don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you remember, and the secret doors you know are there somewhere.

The heroes are employed by a religious group called The Order of The Invincible Sun to recover treasure and hostages from marauding creatures. As the characters advance through winding passages of the underdeep, fighting all manner of weird creatures, they learn that the situation is far more complicated than they were led to believe. Eventually the heroes come face to face with the Slithering Overlord himself at the heart of his overgrown realm several hundred feet underground!

An adventure for character levels 4-6.

 
Price: 5.67 USD
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21 Spectre of Sorrows (Dragonlance) Banks, Cam
Sovereign Press 2005-08-01 1931567166 Paperback New Paperback 
Brand new unread copy. No remainder mark.

A New Kind of Ghost Story...

A group of scarred survivors race to escape the horrors of the Desolation. Bearing ancient magic and a terrible secret, they are the target of powerful enemies -- including tireless agents of Chemosh and a distant, enigmatic threat. With luck, determination, and skill, they will strive to uncover the connection between their quest and the spectral visitations of a long-dead elven enchantress.

Spectre of Sorrows is a Dragonlance adventure for the d20 System set in the Age of Mortals. It can be played as a sequel to Key of Destiny, or become the launch-point of a new campaign. The adventure is designed for characters of 8th level and requires the use of the Dragonlance Campaign Setting and d20 System core rulebooks from Wizards of the Coast.

The adventure contained within these pages will take the heroes across the lands of Ansalon and even below the sea. Locations both familiar and new are detailed, as well as new creatures and new magical items.

Spectre of Sorrows ia the second in a trilogy of epic Dragonlance adventures published by Sovereign Press, Inc.

 
Price: 6.62 USD
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22 Dungeon Magazine #45 Spelljammer Barbara G. Young
TSR 1994-01 1560767839 Paperback Used: Good Paperback 
Heavy whitening on cover edges. Small tears around staples. Larger bend upper left corner of back cover. Pages lightly browning, otherwise clean.

The January/February 1994 issue of Dungeon Magazine includes the following modules:

  • "All Things Nice," AD&D SideTrek, 4-6 characters of levels 2-4, Dungeon #45, pp. 32-33. Four merchants try to pawn their wares when the heroes arrive in their little camp.
  • "An Artist's Errand," by Steve Kurtz, AD&D Spelljammer, 4-6 characters of levels 6-8, Dungeon #45, pp. 8-31. A reigar hires the heroes to retrieve a necklace from a drow pirate named Tanthalyn Rrostar.
  • "Gritzel's Guidance," AD&D SideTrek, one character of level 9+, Dungeon #45, pp. 50-53. Gritzel the illusionist offers his services as a seer, providing the adventuring hero with insights into his future for a modest fee.
  • "Prism Keep," AD&D, 4-8 characters of levels 6-8, Dungeon #45, pp. 54-72. Heroes are lured to a flying crystal castle seized by an evil sorceress and her tanar'ri henchmen.
  • "Rudwilla's Stew," by Christopher Perkins, AD&D, 4-8 characters of levels 1-2, Dungeon #45, pp. 34-49. The bugbears are threatening to attack the Duchy of Mulcrow unless the PCs can deliver a pot of Rudwilla's stew to the bugbear chieftain.
 
Price: 3.76 USD
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23 Dungeon Magazine #43 Forgotten Realms Barbara G. Young
Wizards of the Coast, UK 1993-08-01 1560767812 Paperback Used: Like New Paperback 
Slight musty smell from storage. Very light whitening on cover edges. Crisp, clean pages

The September/October 1993 issue of Dungeon Magazine includes the following adventures:

  • "Jacob's Well," by Randy Maxwell, AD&D 1 player, level 2-4, Dungeon #43, pp. 8-23. The trading post of Jacob's Well has become the hunting ground for a baby red slaad.
  • "King Oleg's Dilemma," AD&D, 4-6 characters of levels 2-4, Dungeon #43, pp. 44-51. King Oleg is concerned about the gnolls who are raiding the outlying farms of his kingdom.
  • "Moving Day," AD&D, 4-6 characters of levels 3-5, Dungeon #43, pp. 24-39. Adventurers are needed to escort an elemental-driven flatboat safely through the Zvern Passageway to its destination beyond the mountains.
  • "Mayhem at Midnight," AD&D Dragonlance, 5-8 characters of levels 4-7, Dungeon #43, pp. 40-43. As night begins to fall, the heroes search for a campsite in the woods, not too far from a patch of shimmerweed and a gargantuan wyndlass.
  • "Into the Silver Realm," by Steve Kurtz, AD&D Forgotten Realms, 4-8 characters of levels 8-12 (about 60 total levels), Dungeon #43, pp. 52-72. A dragon-slaying mission to Mount Cinderspire embroils the PCs in a githyanki scheme to seize control of the Northlands.
 
Price: 3.76 USD
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24 Dungeon Magazine #43 Forgotten Realms Barbara G. Young
Wizards of the Coast, UK 1993-08-01 1560767812 Paperback Used: Like New Paperback 
Tiny tear along front cover edge, otherwise brand new unread copy.

The September/October 1993 issue of Dungeon Magazine includes the following adventures:

  • "Jacob's Well," by Randy Maxwell, AD&D 1 player, level 2-4, Dungeon #43, pp. 8-23. The trading post of Jacob's Well has become the hunting ground for a baby red slaad.
  • "King Oleg's Dilemma," AD&D, 4-6 characters of levels 2-4, Dungeon #43, pp. 44-51. King Oleg is concerned about the gnolls who are raiding the outlying farms of his kingdom.
  • "Moving Day," AD&D, 4-6 characters of levels 3-5, Dungeon #43, pp. 24-39. Adventurers are needed to escort an elemental-driven flatboat safely through the Zvern Passageway to its destination beyond the mountains.
  • "Mayhem at Midnight," AD&D Dragonlance, 5-8 characters of levels 4-7, Dungeon #43, pp. 40-43. As night begins to fall, the heroes search for a campsite in the woods, not too far from a patch of shimmerweed and a gargantuan wyndlass.
  • "Into the Silver Realm," by Steve Kurtz, AD&D Forgotten Realms, 4-8 characters of levels 8-12 (about 60 total levels), Dungeon #43, pp. 52-72. A dragon-slaying mission to Mount Cinderspire embroils the PCs in a githyanki scheme to seize control of the Northlands.
 
Price: 4.71 USD
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25 Orion [Mass Market Paperback] by Bova, Ben Ben Bova
Tor Books 1985-04 0812532155 Mass Market Paperback Used: Acceptable 
1st printing, 1985. Whitening on covers. Spine creases. Back cover & last 50+ pages lightly warped (mild water damage). Owner's initials inside front cover. Pages browning otherwise clean.  
Price: 0.01 USD
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26 Harbinger House (Planescape Adventure) Bill Slavicsek
Wizards of the Coast 1995-07 0786901543 Paperback Used: Very Good Paperback 
Contains 64-page book with paper cover, quad-fold cardstock screen/map. Paper cover and cardstock screen both have light whitening on edges. Light browning to page edges, otherwise clean. No remainder mark.

A succubus with an unquenchable lust for power is turning the Cage into a ripping madhouse. And the Lady of Pain ain't pleased....

Something's foul in Sigil, berk. A mad slasher prowls the streets, leaving a trail of bloody clues in his wake. Leatherheads boldly court the Lady of Pain, longing for the sharp touch of her shadow. Even the silent dabus're acting barmy, a sure sign that the Lady herself is uneasy. Are these strange events tied to a madhouse full of spell-touched sods ready to slip the bonds of mortality? A curious body'd better step carefully. After all, the dead-book's full of fools who wished for power -- or got in the way of another berk's wish.

Harbinger House is a Planescape adventure for four to six characters of 4th to 7th levels. From Sigil to the Outlands and back again, the heroes must piece together a puzzle that could shake the Cage to its foundations. A dark secret of the multiverse waits to be discovered in the lunatic asylum called the Harbinger House, and only the player characters can shape its power -- for good or ill.

The Planescape Campaign Setting boxed set is required to run this adventure. The Planescape Monstrous Compendium Appendix, In the Cage: A Guide to Sigil, and A Player's Primer to the Outlands are recommended to enhance your enjoyment of this adventure.

For 4 to 6 characters of 4th to 7th levels.

 
Price: 11.38 USD
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27 Revenge of the Giants: A 4th Edition D&D Super Adventure (D&D Adventure) Bill Slavicsek; Mike Mearls; David Noonan
Wizards of the Coast 2009-09-15 0786952059 Hardcover New Hardcover 
Brand new unread copy. Battle map still attached.

Against the Giants

Earth giants, frost giants, fire giants... when the giants strike out to raid and destroy the civilized lands, it becomes apparent that something much larger and more dangerous lurks in the background. A group of adventurers must locate the spark that has ignited this spreading fire and find a way to snuff it out before it engulfs the world.

Revenge of the Giants is a super-length adventure that takes characters from 12th level to 17th level. It includes background material, adventure hooks, new monsters and magic items, and a powerful, unfolding story that shows off the best of the paragon tier of play. It also includes a double-sided battle map depicting key encounter sites, designed for use with D&D Miniatures.

 
Price: 18.29 USD
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28 The Complete Bard's Handbook (Advanced Dungeons & Dragons, 2nd Edition, Player's Handbook Rules Supplement/PHBR7) Blake Mobley
Wizards of the Coast 1992-04-14 1560763604 Paperback New Paperback 
Brand new unread copy. No remainder mark.

Thief, musician, clown, actor, acrobat -- just a partial list of the many twists on the bard class to be found in this book. Seventeen bard kits, multitudes of abilities and powers, new magical items, new proficiencies, rules for gaining patrons and followers, over 100 bardic instruments, and much more. The Complete Bard's Handbook gives you everything you need to create a bard the world will never forget!

 
Price: 14.24 USD
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29 HAIIII-YA! Cartoon Martial arts Combat Brad Mcdevitt
Goodman Games 2008-06-25 0980129176 Paperback New Paperback 
Brand new unread copy.

Take That, Bad Guy!
Ferocious Fire Dragon Inferno Blast!

Outrageous Japanimation Action bursts to life with Haiiiii-Ya!: Cartoon Martial Arts Combat! Create your favorite Japanese anime Fighter, then add Martial Arts Styles, Special Attacks, Signature Moves, Combat Options, and a wide variety of hilarious Chi powers like Star Energy Shuriken! and Tsunami Water Smash!

Increase in Power and Rank, then decimate your opponents in one-on-one or mass gladiatorial combat!

All you need to play is this book and some six-sided dice... So don't wait any longer...

The Fight is About to Begin!

 
Price: 7.74 USD
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30 From Shore to Sea (Pathfinder RPG Module) Brandon Hodge
Paizo Publishing, LLC. 2010-07-13 1601252579 Paperback New Paperback 
Brand new unread copy.

An aquatic dungeon adventure for 6th-level Pathfinder Roleplaying Game characters.

They Come from Beneath the Sea!

The deep waters of the Hellmouth Gulf have long concealed ancient mysteries, both wondrous and terrible. But these secrets have been submerged for too long, and the remote coastal village of Blackcove has accidentally awoken a slumbering horror from a bygone age. Strange creatures now venture from beneath the waves to steal townsfolk away in the dark of night.

Can the PCs discover the fate of Blackcove’s lost villagers? What secrets still lie hidden on the mysterious, ruined island just offshore, and what now lurks in the flooded temples beneath the isle? And what horrific fate lies in store for those unfortunate souls who fall prey to the island's eldritch influence?

From Shore to Sea is an adventure for 6th-level characters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world’s oldest RPG, and produced in collaboration with the patrons of Open Design. Inside you’ll find villagers slowly succumbing to the ancestral taint in their blood, tentacled abominations from the deep, debased fish-men, ancient Azlanti technology, and a secret stretching back millennia to the legendary empire of Azlant itself.

This adventure is set along the mysterious Hellmouth Gulf coast in the diabolical empire of Cheliax in the Pathfinder Chronicles campaign setting, but can be easily adapted for any game world.

 
Price: 9.48 USD
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31 Dungeon Crawl Classics #33: Belly of the Great Beast Brendan LaSalle
Goodman Games 2006-10-18 0977641899 Paperback New Paperback 
Brand new unread copy. No remainder mark.

Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics adventures don’t waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you remember, and the secret doors you know are there somewhere.

The Great Beast floats eternally through space, content to watch the universe grow and evolve before his vast golden eyes. Only the most learned of sages has any knowledge of its existence, and none can agree on its origin or purpose. But now invaders have taken over the Great Beast and forced it to the service of chaos! They have actually constructed a compound within the living flesh of the immortal creature, allowing them to safely travel through space in an invulnerable craft. They are stealing the collective knowledge of any civilization they encounter. Our world is next -- unless the heroes can stop them!

Features:

  • An epic-level adventure that sends the heroes to space and back
  • A hilarious mixture of fun and fantasy, including such obstacles as a space-faring outhouse and giant alien cockroach-men.
  • Unique opponents that only epic-level play can provide.

An adventure for character levels 21-24

 
Price: 5.67 USD
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32 Freeport: Denizens Of Freeport (Freeport) [Paperback] by Bret Boyd; Steven... Bret Boyd; Steven Creech
Green Ronin Publishing 2006-01-19 0972359958 Paperback Used: Like New Paperback 
Previous owner's name on sticker inside front cover. Whitening on cover edges, much heavier bottom of spine. Crisp, clean pages. No remainder mark.

A Character for Every Occasion!

Your campaign would go nowhere without characters. You need ruthless villains, steadfast allies, and colorful locals to bring your game to life, but creating believable characters takes time.

Enter Denizens of Freeport, a rogue's gallery of characters from Green Ronin's trademark setting. Within these pages there are more than 60 ready-to-use characters, with backgrounds, personalities, portraits, adventure hooks, and accurate d20 stats. You'll also find a smattering of new rules material and stats for over a dozen supporting characters.

Denizens of Freeport is the perfect complement to the ENnie Award-winning Freeport: The City of Adventure, but like all books in the series it can be used with any fantasy campaign setting. From pirate captains to barbaric wizards to martial arts masters, Denizens of Freeport has characters guaranteed to spice up your game.

Freeport, the city where every block brings danger and every day may be your last. Do you have what it takes to match swords and wits with the Denizens of Freeport?

 
Price: 5.67 USD
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33 Qadira: Gateway to the East (Pathfinder Companion) Brian Cortijo
Paizo Publishing, LLC. 2009-08-26 1601251807 Paperback New Paperback 
Brand new unread copy.

Genie Mystics and Desert Glory

A hot-blooded realm of riches, slavery, and blood feuds, the desert nation of Qadira looks down upon foreigners, for all other lands are glass when compared with Qadira’s diamonds. Ogre mercenaries and soldiers on flying carpets keep caravans safe from bandits and strange beasts. Bound genies build majestic palaces or guard pompous wizards, while tribes of jann roam the deserts hoping to free all geniekind. Militant factions of Sarenrae’s faith rattle their sabers and train dervishes, while mages and scholars from across the world line up to attend Qadira’s prestigious academies. And through it all, the war-mongering satrap turns his ambitious eye toward Taldor and the lands to the west, ready to break the centuries-long peace if only the padishah emperor would give him permission.

This Pathfinder Companion describes the country of Qadira and its capital of Katheer, the city of a million caravans. Study the secrets of the daivrat, humans honored with the trust of wise and deadly genies! Learn how to tell a half-genie from a thin-blooded suli-jann! Unlock Qadiran secrets with new feats and traits! Everything you need to know to play a Qadiran character-or defend yourself against one-is right here!

Each bimonthly 32-page Pathfinder Companion contains several player-focused articles exploring the volume’s theme as well as short articles with innovative new rules for social, magic, religious, and combat-focused characters, as well as a persona section detailing helpful NPCs and traits to better anchor the player to the campaign.

 
Price: 7.57 USD
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34 The Twice-Damned Prince (Pathfinder Adventure Path Council of Thieves #6) Brian Cortijo
Paizo Publishing, LLC. 2010-02-03 1601252269 Paperback New Paperback 
Brand new unread copy.

At the Gates of Hell

Their deception revealed and their plans waylaid, two deadly and Hell-touched siblings make a desperate final play for control of Westcrown. With the city in chaos and its leaders fled, few stand to defend the beleaguered people when the plots of fiends turn upon them. At the same time, the rulers of Cheliax launch their own ruthless plot to retake control. Can the PCs return order and shatter the Council of Thieves’ age-old stranglehold on Westcrown once and for all? Or will the former capital slide fully into the grip of a terrible new deviltry? It's up to the PCs to decide in the climax of the Council of Thieves Adventure Path!

This volume of Pathfinder Adventure Path completes the Council of Thieves Adventure Path, and includes:

  • “The Twice-Damned Prince,” a Pathfinder RPG adventure for 11th-level characters, by Brian Cortijo and James Jacobs
  • Catastrophic new rules for running a variety of calamities, from fires to floods, by Darrin Drader
  • New revelations on Mammon, the avaricious archdevil of Erebus, by F. Wesley Schneider
  • Pathfinder Varian Jeggare and Radovan face down devilish plots and the laws of Cheliax itself in a gut-wrenching conclusion to the Pathfinder’s Journal, by Dave Gross
  • Five new monsters, by Adam Daigle, F. Wesley Schneider, and Neil Spicer

A Pathfinder Roleplaying Game adventure for characters of 11th to 13th level.

The Council of Thieves Adventure Path is the first to take full advantage of the new Pathfinder Roleplaying Game rules, and works with both the Pathfinder RPG and the standard 3.5 fantasy RPG rules set.

Pathfinder Adventure Path is Paizo Publishing's monthly 96-page, perfect-bound, full-color softcover book printed on high-quality paper. It contains an in-depth Adventure Path scenario, stats for about a half-dozen new monsters, and several support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the standard 3.5 fantasy RPG rules set.

 
Price: 13.29 USD
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35 Sovereign Stone Bestiary of Loerem *OP Brown, Timothy, Coyle, Christopher, and Chambers, Jamie
Sovereign Press 2002-07-03 1931567050 Hardcover Used: Like New Hardcover 
Corner bumps. Previous owner's name on sticker inside front cover. Crisp, clean pages. No remainder mark.

From the terrible, flesh-eating equus that bedevil the dwarves on the plains of Grak to the mystical renead who act as messengers for the elven Ancestors, Loerem is a world filled with strange and dangerous creatures just waiting to be discovered. A vast continent filled with unexplored regions, Loerem is home to far more than a handful of races struggling for dominance. It is a land filled with life, from beautiful and mysterious to twisted mockeries of magicks most foul.

The Bestiary of Loerem bring 95 new creatures to the gaming table. With new templates, new spells, new magic items, and even new creature subtypes that are distinctly part of the Sovereign Stone campaign setting, the information within can also be used to add even more depth and excitement to almost any d20 campaign!

Illustrated by the talented black-&-white artist Andy Hopp, each creature comes to life, ready to be used in any campaign.

Within, you will also find expanded rules for two of the most unique creatures in Loerem -- the dragons and the bahk, both illustrated by the world-famous Larry Elmore.

Get ready to immerse yourself in the world of Loerem, read the Bestiary and learn the secrets and mysteries of the wild!

 
Price: 3.76 USD
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36 Into the Maelstrom: Module M1 (Dungeons & Dragons) Bruce Heard
TSR 1985-11 0880382449 Paperback Used: Like New Paperback 
Very light staining on front cover; light whitening on back cover. Crisp, clean pages. Interior playing aids not separated.

Alphatia, the most ancient empire, land of arcane and obscure secrets. It has grown for centuries and its might now overshadows the cauldron of civilization. Some say the Alphatians come from elsewhere, but no one knows for sure.

Beyond the scope of mortals broods an evil mastermind, still in darkness. Once a betrayed emperor of ancient Alphatia, now an entity of the Sphere of Entropy, he seeks revenge on the greatest empire and on the race of man. His plots brought a deathly fog on all of Norwold. Perhaps it will extend to the southern nations.

The matter is grave, so much that lords of the spheres have now to show their might. For them, it is time for mortals to intervene. Man defends his cause for him to earn divine favor.

A great armada has been raised and able commanders must be found. Prove your worth, and the eternal portals of the spheres may open for you.

A Master game adventure for character levels 25-30

 
Price: 9.48 USD
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37 Heart of Nightfang Spire: An Adventure for 10th-Level Characters (Dungeons & Dragons Adventure) Bruce R. Cordell
Wizards of the Coast 2001-08 0786918470 Paperback Used: Very Good Paperback 
Whitening on cover edges. Price tags on front cover. Crisp, clean pages. No remainder mark.

From Temple to Tomb

Nightfang Spire has long brooded in lonely silence, shadowed within the walls of a steep defile. A tall stone column, it resembles nothing so much as an enormous fang of some vanished, mythical beast. Once, a fervent religious order thrived here -- before its god was slain. Embracing that death, Nightfang Spire was transformed into a massive, hollow mortuary filled with the restless dead.

Heart of Nightfang Spire is a stand-alone adventure for the Dungeons & Dragons game. This adventure challenges 10th-level heroes who follow the rumors of a dragon's hoard to the imposing edifice known as Nightfang Spire. When they arrive, the truth about the place is revealed in all its awful clarity.

 
Price: 4.71 USD
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38 If Thoughts Could Kill: A Psionic Accessory and Adventure for 10th-Level Characters Bruce R. Cordell
Malhavoc Press 2002-04-15 1588461068 Paperback New Paperback 
Price tag remnants on front cover, otherwise brand new unread copy. No remainder mark.

A mythic artifact known as the Crystal Consciousness cycles toward awareness... and with its waking, the entire psionic paradigm hangs in the balance. Many seek to control the Crystal: a psionic lich, a hand of fanatic arcanists, and a guild powerful in the arts of the mind. Some would use the Crystal to dictate the future of psionics, while others would use it to crush the mental arts forever. Will you harness the Crystal's power to safeguard the Six Disciplines -- or create your own new discipline and doom another?

In this companion piece to the popular Psionics Handbook, player characters find themselves caught up [in] a world-shaking event. In addition, fully one-third of this accessory/adventure details all-new rules from Bruce Cordell, the designer who brought you the officials cap system. Inside If Thoughts Could Kill, you'll find:

  • A full-length adventure for 10th-level player characters
  • New psionics monsters -- including the psionic lich and a new PC race
  • Lots of new items, powers, and even an all-new psionic prestige class
  • The new discipline of Psychonecromancy and other variant rules
  • More than 300 new powers converted from spells in the Player's Handbook and The Book of Eldritch Might
  • Bonus: Psionic Class Alternatives!

Bruce Cordell, author of the new edition of the Psionics Handbook, is also known for such adventures as The Sunless Citadel and the Origins Award-winning Return to the Tomb of Horrors.

Malhavoc Press is game designer Monte Cook's d20 System imprint devoted to publishing unusual magic, monsters, and evocative elements that go beyond traditional fantasy. Malhavoc Press products exhibit the mastery of the d20 System rules that only one of the game's original designers can offer.

If Thoughts Could Kill requires the use of the Dungeons & Dragons Player's Handbook, Third Edition, and the Psionics Handbook, published by Wizards of the Coast.

 
Price: 3.76 USD
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39 A Guide to the Ethereal Plane (AD&D/Planescape) Bruce R. Cordell
Wizards of the Coast 1998-08-18 0786912057 Paperback Used: Like New Paperback 
Light whitening on cover edges. Spine crease. Crisp, clean pages. No remainder mark.

Traveling the ethereal is like dreaming.
Sometimes it's pleasant.
And sometimes a body has nightmares.

-- Planewalker adage

Within the Ethereal Plane, demiplane islands and creatures both odd and dangerous float in an endless field of possibility. Canny folks know that the Ethereal also leads the way to the Inner Planes, infinite arenas of elemental fury. See, it's more than just a backdrop to other adventures -- the plane itself offers wonder and opportunity for those with courage enough to explore its limitless expanse. This guide includes the following information:

  • Ethereal environments and conditions -- including the methods of getting there in the first place.
  • How the alien medium of the Waveless Sea affects combat and magic.
  • New spells, magical items, and proficiencies dealing specifically with the Ethereal Plane.
  • The chant on demiplanes -- islands in the Deep Ethereal that obey no rules but their own -- including information on old and new demiplanes, plus DM guidelines for creating these unique "pocket dimensions."
  • A complete listing of the creatures of the Ethereal, including several new monsters and an Ethereal Encounter Table.
  • Two new Ethereal-based player character races: nathri and renegade nethlings.

The guide is in your hands, blood. Where are you going to go?

 
Price: 47.57 USD
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40 Underdark (Dungeons & Dragons: Forgotten Realms, Campaign Accessory) Bruce R. Cordell; Gwendolyn F. M. Kestrel; Jeff Quick
Wizards of the Coast 2003-10-01 0786930535 Hardcover New Hardcover 
Brand new unread copy. No remainder mark.

Descend into the Darkest Reaches of the Realms

The ebon depths of the Underdark have spawned more fables and fears than any other region of Faerun. In this lightless world, the hazards of its unforgiving wilderness are exceeded only by the perils found within the communities of races, such as the aboleths, illithids, duergar, and drow. Explore the labyrinthine tunnels and endless caverns of the Realms Below to encounter denizens and dangers of one of the most intriguing, inhospitable regions in the Forgotten Realms game setting.

  • 60 cities and sites of interest
  • 16 character races
  • 25 new feats

Underdark provides a wealth of highly detailed information about one of the most popular regions in the Forgotten Realms world, the world beneath the ground.

Underdark includes details on the most popular Underdark race, the drow, plus 16 other below-ground character races. In addition to 25 new regional feats as well as new prestige classes, spells, monsters, and magic items, there is also background content on 60 cities and sites of interest, including extensive story content gathered from a multitude of Forgotten Realms products and articles.

To help both players and dungeon masters use the book without players stumbling onto things they shouldn't, additional material for running a campaign is isolated in a single section of the book and includes adventure hooks.

To use this accessory, you also need the Forgotten Realms Campaign Setting, the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual.

 
Price: 21.86 USD
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41 Expedition to Castle Ravenloft (Dungeons & Dragons Supplement) Bruce R. Cordell; James Wyatt
Wizards of the Coast 2006-10-10 078693946X Hardcover Used: Good Hardcover 
Previous owner's name written in black ink inside front cover. Light corner bumps. Binding is visible (due most likely to previous owner forcing book flat), but no pages are loose. No remainder mark.

The master of Ravenloft is having guests for dinner... and you are invited.

A dark shape emerges from the shadow of Castle Ravenloft. A flash of lightning reveals the sneering countenance of Count Strahd von Zarovich. His eyes burn with eternal hunger and contempt for life. From a narrow balcony, he peers out into the drizzling twilight at the few sad lights of the village below and mutters a single name:

“Ireena . . .”

Expedition to Castle Ravenloft is a Dungeons & Dragons deluxe adventure that updates the original 1st Edition Ravenloft module, retaining the Gothic flavor and familiar elements while expanding and reimagining some of the locations to create a deeper, richer adventure experience.

This campaign arc adventure is designed for characters of levels 6–10 and features a new, easy-to-use combat encounter format. This book also presents new magic items, feats, and prestige classes for player characters.

Based on the classic adventure by Tracy and Laura Hickman.

 
Price: 28.52 USD
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42 Dragonlance Dragons of Autumn (Dragonlance) Cam Banks
Sovereign Press 2006-09-06 1931567336 Paperback New Paperback 
Brand new unread copy. No remainder mark.

War of the Lance Campaign, Volume One

Autumn settles on the plains of Abanasinia as rumors of war and strange creatures travel from northern lands. Friends meet in the tree-town of Solace after many years spent apart, hoping to reminisce about old times and adventures past. But the people of Ansalon need heroes, as the ancient gods have returned to the world, and brought creatures of myth and legend to fight in their battles. Dragons -- ancient, deadly, and powerful -- have returned to Krynn. An adventure like no other calls the heroes to re-discover the greatest gift given to the mortal races, to find a safe haven for hundreds of desperate refugees, and unearth the first secrets that might lead to the power of the dragonlance.

Dragons of Autumn is a Dragonlance adventure for the d20 System set in the War of the Lance era. It can be played as the starting point of a new campaign or continue adventures set in the Age of Despair. The adventure is designed for characters of 5th-7th level and requires the use of the War of the Lance sourcebook from Sovereign Press, the Dragonlance Campaign Setting, and d20 System core rulebooks from Wizards of the Coast.

This adventure product is a new presentation of the classic Dragonlance adventures first published over twenty years ago. The text incorporates two decades of information and updates from Dragonlance novels and games, including Dragons of Autumn Twilight and Dragons of the Dwarven Depths, written by Margaret Weis and Tracy Hickman.

 
Price: 14.24 USD
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43 Dragonlance Dragons of Winter Cam Banks
Margaret Weis Productions 2007-12-31 1931567360 Paperback New Paperback 
Brand new unread copy. No remainder mark.

War of the Lance Campaign, Volume Two

Winter's chill spreads across the lands of Ansalon even as the Dragonarmies continue their terrible war. Dragons of many colors seem all but unstoppable, and the legend of the dragonlance seems little more than a child's bedtime tale. The heroes must continue their journey to unite the free nations in a war against the armies of the Dark Queen and find the keys to fighting evil on equal footing. From knowledge gained in the ancient port city of Tarsis and the frozen tundra of Icereach, to the legendary stronghold known as the High Clerist's Tower and the doomed city of Sanction, the companions might find powerful weapons and lost relics... and perhaps the answers to age-old questions.

Dragons of Winter is a Dragonlance adventure for the d20 System set in the War of the Lance era. It can be played as the starting point of a new campaign or continue the adventure starting with Dragons of Autumn. The adventure is designed for characters of 9th-11th level and requires the use of the War of the Lance sourcebook, the Dragonlance Campaign Setting, and d20 System core rulebooks from Wizards of the Coast.

This adventure product is a new presentation of the classic Dragonlance adventures first published over twenty years ago. The text incorporates two decades of information and updates from Dragonlance novels and games, including Dragons of Winter Night and Dragons of the Highlord Skies written by Margaret Weis and Tracy Hickman.

 
Price: 28.52 USD
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44 Black Velvet (Harlequin Temptation, No 689) Carrie Alexander
harlequin 1998-06-01 0373257899 Paperback Used: Very Good 
Read once. Whitening on cover edges. Spine creases. Pages lightly browning, otherwise clean.  
Price: 0.01 USD
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45 Bard's Gate (Sword & Sorcery) Casey Christoffereson; Clark Peterson; Bill Webb
White Wolf Publishing 2006-05-02 1588461513 Hardcover New Hardcover 
Brand new unread copy. No remainder mark. Poster map still attached.

City of Bards

In the far north lies the ancient city of Bard's Gate. Located on a strategic trade route, this city is famed far and wide as a bastion of art and learning that welcomes bards, performers, writers, artists, and creators of all sorts. Yet this citadel of enlightenment, deep in the wilds, is also threatened by dark forces -- the gnolls and orcs from the wilderness and cults of evil gods from within, for the very freedom that draws artists and musicians from across the continent also allows evil to flourish in secret.

City of Adventure

Bard's Gate is a fully-developed fantasy city that can be used in any campaign. A wide range of businesses, churches, homes, shops, taverns, inns, and other locations are described in detail, ready made for your campaign. Bard's Gate is also filled with unique NPCs, from the most influential leader and wealthiest merchant to the lowliest pauper. Also included in this product are the adventures Slip-Gallows Abbey and The Gnoll Fortress, where Bard's Gate-based PCs can find peril and -- if they're lucky -- fortune. Whoever you may be, whether prince or beggar, if you are a seeker of adventure, Bard's Gate welcomes you!

 
Price: 23.76 USD
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46 Shadowrun Vice Catalyst Game Labs
Catalyst Game Labs 2010-03-03 1934857459 Paperback New Paperback 
Brand new unread copy. No remainder mark.

Illegal is a strong word.

It means you're doing something that the government doesn't want you to do. You'd never do anything like that, right? Or would you?

It might be that some laws are... misguided.

It's civil disobedience and a moral imperative to oppose those laws.

Gandhi taught us that.

My friends and I—we're here to help you make these difficult moral choices. We'll even provide you with a support network, if someone objects to your strong moral compass. And, hey, if everything works out, maybe all of us might come out ahead. Don't worry! We've got your back.

Vice is a sourcebook for Shadowrun, Fourth Edition. It provides a detailed look at all levels of organized crime, from the major transnational syndicates—like the Yakuza, the Triads, and the Mafia—to the smallest street gangs and specialist organizations. History, personality, and membership of these groups are provided along with suggestions on how best to use them as key players in a Shadowrun campaign. The crimes they commit, the metahumans they recruit, the law enforcement they oppose, and the shadowruns they sponsor are all in here. Whether your team of runners works in concert with the criminal underworld or tries to oppose it, Vice will offer new insights and options to your campaign.

 
Price: 19.95 USD
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47 Shadowrun 20th Anniversary Edition Catalyst Game Labs
Catalyst Game Labs 2009-08-19 1934857319 Hardcover New Hardcover 
Brand new unread copy.

The year is 2072. Magic has returned and creatures of myth and legend walk among us as megacorps bleed the world dry. You're a shadowrunner -- a deniable asset, a corporate pawn -- using bleeding edge science and magic to make your meat body and mind better-than-flesh. Stay on the edge, and you may survive another 'run on the mean sprawl streets.

The 20th Anniversary Edition is fully compatible with all Shadowrun, Fourth Edition books.

 
Price: 30.43 USD
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48 Van Richten's Arsenal (Ravenloft d20 3.0 Fantasy Roleplaying) Cernak, Andrew
Arthaus 2002-06-03 1588460797 Paperback Used: Good Paperback 
Heavy whitening on cover edges where the plastic has starting separating in streaks from the paper cover. Price tag remnants on front cover. Crisp, clean pages.No remainder mark.

Righteousness Takes Up Arms

Creatures of the night, be warned. Those who hunt the fiends that prowl the Dread Realms now have the means to prepare themselves for whatever they face. Included herein are tools and techniques that allow the heroes of Ravenloft to take the fight to the next level. From potent spells to arcane artifacts, the secrets within these pages offer hope against the legions of darkness.

This book introduces a variety of new weapons to combat the fiends that populate Ravenloft. Included are rules for alchemy, new spells, magical items and new equipment. Prepare to bring down the forces of evil!

 
Price: 9.94 USD
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49 Guide to the River Kingdoms (Pathfinder Chronicles) China Mieville, Elaine Cunningham, Chris Pramas, and Steve Kenson
Paizo Publishing, LLC. 2010-03-03 160125203X Paperback New Paperback 
Brand new unread copy.

Among the Bandit Lords!

Stake your claim! In the anarchic hills and valleys of the River Kingdoms, all you own is what you can hold by force. Dozens of nations flourish in this land of outlaws and scoundrels, from high-walled city-states to tiny tribal enclaves, and any hero with strength and vision can claim a throne at the point of a sword. Here secretive druids protect ancient forests, and downtrodden refugees and exiles cast longing eyes toward lost homelands. Civilized sea monsters trapped far from the briny deep rub shoulders with legitimized assassins, and strange magic can pull a prosperous town in and out of time and space. With the constant rise and fall of bandit lords, there’s no limit to the power and prestige bold adventurers can find-though whether they can keep it is another story. Inside this 64-page book, you’ll find:

  • A complete overview of the River Kingdoms, their statistics and history, and the Six River Freedoms that enforce honor among thieves
  • In-depth entries on 22 new nations from some of the most imaginative authors in fantasy and science fiction, including award-winning author China Miéville, New York Times bestseller Elaine Cunningham, and gaming legends Chris Pramas, Colin McComb, Lisa Stevens, and Steve Kenson
  • Adventure hooks for every nation, fully fleshed-out and ready to be dropped into your existing campaign
  • New feats, spells, class abilities, and poisons native to the River Kingdoms
  • An exhaustive map of the River Kingdoms, including ancient ruins, haunted cities, monstrous lairs, and much more

Though created for the Pathfinder Chronicles campaign setting, the information presented in this book is perfect for inclusion in any game world, and makes an excellent supplement for the Kingmaker Adventure Path.

by Eric Bailey, Kevin Carter, Elaine Cunningham, Adam Daigle, Mike Ferguson, Joshua J. Frost, James Jacobs, Steve Kenson, Rob Manning, Colin McComb, Alison McKenzie, China Miéville, Brock Mitchel-Slentz, Jason Nelson, Richard Pett, Chris Pramas, Jeff Quick, Sean K Reynolds, F. Wesley Schneider, Neil Spicer, Lisa Stevens, Matthew Stinson, and John Wick.

 
Price: 13.29 USD
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50 Dungeon Crawl Classics #49: Palace in the Wastes Chris Doyle; Justin Georgi; Melissa Georgi; Luke Johnson; Jeff Lasala
Goodman Games 2007-10-24 0979161789 Paperback New Paperback 
Brand new unread copy. No remainder mark.

Gen Con 2006 Tournament Module

Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics adventures don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you remember, and the secret doors you know are there somewhere.

This special tournament module was used for the Third Annual Dungeon Crawl Classics Open Tournament at Gen Con Indy 2006. It includes the official tournament scoring system, pregenerated characters, and illustrated player handouts. The adventurers seek the ruined palace occasionally glimpsed deep within the forbidding Achsfel Wastes. Within, they discover evidence of the palaceís builders, the tortoise-like falsoom, and begin to piece together why it was built. Soon they face a series of titanic battles against a twisted servant of Law, a giant weapon of Chaos, and the severed (but very alive) hand of a demigod!

An adventure for character levels 6-7

 
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51 True20 Freeport Companion Chris Pramas; Robert J. Schwalb
Green Ronin Publishing 2006-11-13 1932442731 Paperback New Paperback 
Brand new unread copy.

True Freeport Adventure!

Welcome to the True20 Freeport Companion! Freeport has long stood as one of fantasy gaming's most distinctive cities, offering a detailed gaming environment, the setting of several thrilling adventures, and a cast of scores of interesting and compelling characters. Home to pirates, foul cults, terrifying monsters, vicious gangs, crime lords, and a whole host of corrupt politicians, Freeport offers a unique blend of high adventure and cosmic horror. Inside these packed covers, you'll find:

  • Details on the core True20 backgrounds, plus rules for playing orcs, hobgoblins, goblins, and the fiery azhar.
  • Over a dozen paths for the three core roles including the cultist, the assassin, and the pirate.
  • Rules expansions for skills and feats, including new skills such as Knowledge (forbidden lore) and cool feats like Divine Domain, Dying Curse, and Bloodline.
  • Guidelines for incorporating madness and corruption into your Freeport adventures.
  • Expanded equipment tables including poisons, drugs, new weapons, and general gear, and a new pricing system for your True20 Fantasy games.
  • Rules for rituals include several sample profane rituals including Awaken the Dead and Conjure Demon.
  • New supernatural items such as Beamsplitter, Reaverbane, and the coveted Rod of the Buccaneer.
  • Over 50 new monsters including hazards like Dead Man's Brain and vile horrors such as the fleshraker and unspeakable ichor.
  • Statistics for common folk of Freeport such as watchmen, thieves, and merchants.
  • Statistics for over 75 key characters described in the Pirate's Guide to Freeport, including heroic allies such as Buster Wallace and K'Stallo and terrible villains like Red Alice, Prendag the High Death, and Kothar the Accursed.
  • Fury in Freeport: A new adventure to help you launch a brand new Freeport campaign.

The True20 Freeport Companion is your rules guide to exploring Green Ronin's Freeport, whether as a daring hero, looking for adventure, or as a Narrator seeking new worlds to explore, this sourcebook is an indispensable accessory for fans of both Freeport and True20!

True Adventure,
True Excitement... True20!

 
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52 Dungeon Crawl Classics #21: Assault on Stormbringer Castle Christina Stiles
Goodman Games 2006-04-01 0977073815 Paperback New Paperback 
Brand new unread copy. No remainder mark.

Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere.

The coastal town of Argalis has been struck by three gale-force hurricanes in the last three weeks. While the first two storms succeeded in devastating the town, the final added insult to injury by destroying more lives than property. Argalis' leaders know a local storm giant called Stozari Stormbringer sent the hurricanes against them for failure to pay her annual "good weather" tribute. Argalis' leaders want an end to the storms, and they've decided the best solution is to eliminate the giantess herself. They need heroes willing to storm her castle and kill this storm tyrant once and for all!

Features:

  • A classic battle against giants!
  • A dungeon where stealth is important: Stozari Stormbringer knows you're coming, so how will you sneak up on her?
  • 7 player handouts!

An adventure for character levels 12-14

 
Price: 5.67 USD
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53 Dezzavold: Fortress of The Drow (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) Christina Stiles; Steven Trustrum
Green Ronin Publishing 2005-11-01 1932442235 Paperback New Paperback 
Brand new unread copy. No remainder mark.

War is Coming From Below!

Dezzavold: Fortress of the Drow, Green Ronin's companion book to Plot & Poison: A Guidebook to Drow, provides a fully detailed dark elf settlement for your d20 fantasy campaign. You can send your players against Dezzavold or use it as the backdrop for a dark, dangerous campaign. Dezzavold: Fortress of the Drow includes:

  • The complete history and background of the fortress, from its founding to the current day.
  • Details on Dezzavold's rulers, people, and defenders.
  • Three new arachnid monsters.
  • Two new core classes -- the black heart and the netherstrider -- and four new prestige classes.
  • Dozens of fully statted and ready-to-use NPCs.
  • Full compliance with the 3.5 rules.
  • City and region maps.
  • Stunning art from Caleb Cleveland, Jonathan Kirtz, Mike Vilardi, Beth Trott & Liz Danforth.
  • And a whole lot more!

Dezzavold was first introduced in Corwyl: Village of the Wood Elves. While four centuries have passed since the Dark War with Corwyl, the drow have not forgotten their treacherous elven kin. Now, in their city on the edge of the Below, the dark elves ready for war. And their leader, the Black Heart of Nyarleth, with show no mercy!

 
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54 Pathfinder Module S1: Clash Of The Kingslayers (Pathfinder Modules) Christine Schneider
Paizo Publishing, LLC. 2009-02-04 1601251254 Paperback New Paperback 
Brand new unread copy.

A City Under Siege

Glimmerhold is a prosperous dwarven city, a hub for caravans and known for its quality smithing. But inside this bastion of trade and wealth lies a dark secret, something that makes the common folk nervous and the decadent nobles speak in harsh whispers about things best left forgotten. Now supernatural forces batter the city, and an abandoned dwarven monastery may hold the key to the city's salvation -- or its complete destruction. Can the PCs stop these old betrayals from shattering the walls of Glimmerhold? Or will the sins of the past bring an end to the city?

Clash of the Kingslayers is a city and dungeon adventure for 10th-level characters, compatible with the 3.5 edition of the world's most popular roleplaying game. Within its pages you'll find an introduction to the magnificent tower city of Glimmerhold, a detailed overview of a haunted dwarven ruin, a vengeful walking dungeon, and gluttonous supernatural monsters from the dawn of the world. This adventure takes place in a self-sufficient dwarven city in the Pathfinder Chronicles campaign setting, but can easily be set in any game world.

This module is the result of Paizo Publishing's RPG Superstar contest, which allows unpublished authors to compete before a panel of celebrity game designers and legions of their peers for the chance to write a Pathfinder adventure.

An RPG Superstar dungeon adventure for 10th-level characters

Glimmerhold, an ancient dwarven city-kingdom, is under attack! A casual dungeon exploration has unleashed a host of hideous monstrosities from deep beneath the earth that threatens to destroy Glimmerhold. The ancient dwarven city has a dark secret, one that may turn the players against its rulers and force them to make the ultimate decision: save the city of Glimmerhold, or destroy it!

Written by Christine Schneider, the winner of Paizo’s first RPG Superstar contest.

GameMastery Modules are 32-page, high-quality, full-color, OGL-compatible adventures for use with the world's most popular fantasy RPG. All GameMastery Modules include four pre-made characters so players can jump right into the action, and full-color maps to enhance play.

 
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55 City of Brass (Necromancer Games) Christofferson, Casey; Greene, Scott; Peterson, Clark
White Wolf Publishing 2007-08-16 1588467694 Paperback New Paperback 
Brand new boxed set in shrinkwrap.

A City of Splendor, City of Evil

City of Brass. The name conjures visions of magnificence and splendor, of mystery and timelessness. A place of wonder, a fable, an enigma, a magical fortress adrift in a sea of flame under a sky of fire, a fantasy and so much more. A bazaar at the crossroads of the universe, the City of Brass has long been rumored amongst mortal folk to be a repository of relics both fantastic and foul. Here is a place where your greatest dreams and worst nightmares may be granted you with a Wish if the price is right: The City of Brass.

A Campaign and Adventure Source for v3.5 Fantasy Roleplaying

For Players

  • Adventure across the planes and journey to the fabled City of Brass.
  • Discover dozens of new spells, magic items, and feats.
  • Set out upon a myriad of adventures within and around the City of Brass, possibly including other planes of existence.

For Gamemasters

  • Challenge your players with dozens of new monsters and powerful NPCs, including the Grand Vizier and Sultan of the Efreet.
  • The City of Brass can be easily dropped into any existing d20 campaign.
  • 101 adventure ideas you can use as a springboard to making the City of Brass your own.

Boxed Set

The City of Brass is a boxed set including 4 books.

 
Price: 66.62 USD
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56 Dungeons and Dragons Shackled City Campaign Christopher Perkins
Paizo Publishing LLC 2005 0977007103 Hardcover New Hardcover 
Brand new unread copy. No remainder mark. Poster maps still attached.

A Complete Dungeons & Dragons Campaign!

Evil schemes are afoot in Cauldron, a metropolis of merchants builtinto the caldera of a long-dormant volcano. Drive by the dreams of aninsane demon prince, bizarre cultists known as the Cagewrights schemefrom ancient tunnels beneath the volcano, stoking it once more toterrible life. To prevent their agenda, your band of adventurers mustbrave haunted jungle ruins, slay mighty dragons, and bind themselves toa layer of the infinite Abyss. Will their swords and spells be enoughto save the Shackled City?

Originally published as 11 linked adventures in the award-winning Dungeon magazine, the Shackled City Adventure Path is the most ambitious official Dungeons & Dragonscampaign ever created. Now, for the first time ever, everything youneed to play the campaign has been compiled into a deluxe 416-pagefull-color hardcover that also includes an 8-panel fully detailed mapof the City of Cauldron, a 24-page full-color map and illustrationbooklet, and a brand new Shackled City adventure written by fanfavorite author Christopher Perkins.

To use this Adventure Path, a Dungeon Master also needs the Player's Handbook and Dungeon Master's Guide, published by Wizards of the Coast.

This has to be one of the best adventures everpublished. I'm reading "Lords of the Oblivion" (chapter 8), and I wishI had more time so I could DM this adventure. Well written and wellconceived, each adventure builds on the last, with more complicationsand more dangerous foes as the PCs increase in level. The onlydisadvantage I see? It's set so firmly in Greyhawk that it's difficultto move it to other campaign settings. Mystara fans have suggested Davinia and the Jungle Coast.

 
Price: 40.90 USD
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57 Cliffs Notes on Shakespeare's Julius Caesar by Cliffs Notes Editors; Vickers... Cliffs Notes Editors
Cliffs Notes 1986-01 0822000202 Paperback Used: Acceptable Paperback 
Stains on front cover & 1st few pages, otherwise crisp and clean. 
Price: 0.01 USD
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58 The Infernal Syndrome (Pathfinder RPG Council of Thieves #4) Clinton Boomer; Dave Gross; F. Wesley Schneider
Paizo Publishing, LLC. 2010-02-03 160125198X Paperback New Paperback 
Brand new unread copy.

All Hell Breaks Loose

In the bowels of one of Westcrown’s most esteemed halls of power lies an unfathomable evil, a terror beyond all reason and sanity, shackled and broken by the magic of a lost archmage. For years this menace has laid fuming, endlessly testing the bars of its prison, gathering its hatred and planning its revenge. Now the machinations of a deadly conspiracy have weakened the chains of this nightmare’s bonds, and in their growing cracks rise the flames of the damned and the promise of Westcrown consumed in hellfire. Can the PCs infiltrate the labyrinth of a madman to put an end to an evil beyond even the heroes of legend? And what foulness would seek to ruin all of Westcrown by gambling with its very soul?

This volume of Pathfinder Adventure Path continues the Council of Thieves Adventure Path, and includes:

  • “The Infernal Syndrome,” a Pathfinder RPG adventure for 7th-level characters, by Clinton Boomer and James Jacobs
  • The citadels and secrets of the Hellknights, Cheliax’s iron-shod inquisitors, by F. Wesley Schneider
  • Insights into the soul-shaking world of fiendish possessions, by Adam Daigle
  • Murder and mystery for Pathfinder Varian Jeggare in the Pathfinder’s Journal, by Dave Gross
  • Five new monsters, by F. Wesley Schneider and Hank Woon

A Pathfinder Roleplaying Game adventure for characters of 7th to 9th level. The Council of Thieves Adventure Path is the first to take full advantage of the new Pathfinder Roleplaying Game rules, and works with both the Pathfinder RPG and the standard 3.5 fantasy RPG rules set.

Pathfinder Adventure Path is Paizo Publishing's monthly 96-page, perfect-bound, full-color softcover book printed on high-quality paper. It contains an in-depth Adventure Path scenario, stats for about a half-dozen new monsters, and several support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the standard 3.5 fantasy RPG rules set.

 
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59 Pathfinder Module J5: Beyond the Vault of Souls Colin McComb
Paizo Publishing, LLC. 2009-08-27 1601251742 Paperback New Paperback 
Brand new unread copy.

Interdimensional Banditry!

Magical soul gems have been stolen from the secret vault of the goddess of death and scattered across the planes. Some want these gems to unlock the secrets of the multiverse. Others want them for personal power. Still others want them to resurrect a fallen deity. As the god of oblivion looms near, can the PCs retrieve the gems from their new owners in time to save their world?

Beyond the Vault of Souls is a planar adventure for 9th-level characters, compatible with the 3.5 edition of the world's oldest roleplaying game. Within you'll visit the Eternal City of Axis, brave the dangers of the Abyss, and match wits with the torturer daemons of Abaddon.

This adventure is set in the Outer Sphere of the Pathfinder Chronicles campaign setting, but can easily be placed in the strange planes and dimensions of any game world. It can be used on its own or enhanced with information from Pathfinder Chronicles: The Great Beyond -- A Guide to the Multiverse.

Pathfinder Modules are 32-page, high-quality, full-color, OGL-compatible adventures for use with the 3.5 Edition of the world's most popular fantasy RPG. All Pathfinder Modules include four pre-made characters so players can jump right into the action, and full-color maps to enhance play.

 
Price: 9.48 USD
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60 Gnomes of Golarion (Pathfinder Companion) Colin McComb
Paizo Publishing, LLC. 2010-06-15 1601252234 Paperback New Paperback 
Brand new unread copy.

Know Your Gnomes!

Exiled from the mysterious fey realm of the First World, gnomes are fundamentally alien to Golarion. Endlessly excitable, gnomes amuse and terrify other races with their strange obsessions and unconventional methods. Their childlike wonder-and sometimes innocent cruelty-are two sides of the same coin, and every coin the gnomes have is spent in pursuit of adventure, whether they like it or not. For the gnomes have a dark secret: should they ever stop seeking out new experiences, they fall prey to the Bleaching, a wasting disease that slowly sucks away their hold on the world, leaving them nothing but bones and dust.

Inside this Pathfinder Companion, you’ll find the following:

  • Details on the gnomes of Golarion, how they live, who they worship, their relations with other races, their strange obsessions, and more.
  • History and folklore of the gnome race.
  • Maps and descriptions of the major gnome settlements.
  • New traits designed exclusively for gnome characters.
  • Rules for the Wonderseekers, a new faction dedicated to fending off the Bleaching.
  • Statistics for the Bleaching, as well as for those strange creatures known as bleachlings.
  • Bizarre new gnome weapons, spells, and feats.

Each bimonthly 32-page Pathfinder Companion contains several player-focused articles exploring the volume’s theme as well as short articles with innovative new rules for social, magic, religious, and combat-focused characters, as well as a persona section detailing helpful NPCs and traits to better anchor the player to the campaign.

 
Price: 7.57 USD
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61 Kingdoms of the Sword & Stars Dunkar *OP (Sovereign Stone) Contributor-Seth Johnson
Sovereign Press 2003-10-01 1931567093 Paperback Used: Very Good Paperback 
Whitening on cover edges. Slight curve to book from sitting on shelf. Price tag remnants on back cover. Crisp, clean pages.

Dunkarga & Karnu

Western Loerem was once a mighty empire, but following the Fall of Old Vinnengael, it was divided into two separate kingdoms -- Dunkarga, Kingdom of the Stars, and Karnu, Kingdom of the Sword.

The Guilds of Dunkarga vie with the throne for power in an ancient kingdom whose grandeur has faded, while the militant Karnuans slowly strike outwards from their kingdom, claiming both land in Vinnengael and the isle of Mount Sa'Gra, the sacred island of the orks.

In this sourcebook, you will find details tracing the history of both kingdoms, information about key individuals, the Guilds and the Armies, along with prestige classes such as the Esteemed Courtesan and the militant Shieldbearers, new feats and weapons, strange new monsters, and plenty more information to help flesh out the lands and people of Dunkarga & Karnu.

 
Price: 3.76 USD
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62 Firefox by Thomas, Craig Craig Thomas
Bantam Doubleday Dell 1982-07 0553227092 Mass Market Paperback Used: Very Good 
10th printing, 1982. Whitening on cover edges. Spine creases. Pages browning, otherwise tight & clean.  
Price: 0.01 USD
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63 Akrasia, Thief of Time (Eden Odyssey D20) David Chart
Eden Studios 2001-06-15 1891153048 Paperback Used: Like New Paperback 
Light whitening on cover edges. Crisp, clean pages. No remainder mark.

A temple in disrepair looms out of the mist. As you approach, you notice that the debris results not so much from ruin as disinterest. It appears that grandiose plans have dissolved due to insufficient money, time or will. It seems a shame; the structure could have been so beautiful.

A nagging thought crosses your mind. Could this be the work of Akrasia, the Goddess of Distraction? Many do not see her as a threat. Still, her agents have brought down empires, and her influence saps the life from communities until they fall, rotten within, to the slightest threat.

Ah, but who cares? There is no doubt little of value or threat within. Might as well find a comfortable spot and turn in early tonight. There's always tomorrow for great deeds...

Akrasia, Thief of Time, is a vignette sourcebook that can be used in parts or in total to enrich any fantasy campaign using the d20 game system:

  • a description of the cult of Akrasia, its clerics, treasures and legends an almost abandoned shrine to the Goddess, with a haunting inhabitant
  • wandering servants of the Thief of Time, with deadly secrets
  • an inn beholden to the Lady of Lost Dreams, where adventurers can lost their way or gain a great boon
  • four Akrasia devotees who plot to destroy a small town
  • an active temple of the Delayer, with dangerous worshipers and fell creatures
  • new monsters, new items and a new Prestige Class, the Distractor

A VIGNETTE SOURCEBOOK FOR CHARACTERS OF 2nd - 12th LEVELS

 
Price: 3.76 USD
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64 A3 Wicked Cauldron Davis Chenault; Editor-Nicole Leigh Chenault McMurry; Illustrator-Peter Bradley
Troll Lord Games 2007-06-05 1931275793 Paperback New Paperback 
Brand new unread copy. No remainder mark.

Travel to the far reaches of the Barren Wood is perilous in the best of times. These are not the best of times. Here, in the forest's western eves the trees are old, with tangled roots deep in the ground. Here too the fey still roam wild and free. Ancient ruins, many predating the Winter Dark, lay buried in cool deeps, their halls and towers abandoned to the wilderness and to time. But here too, in these dangerous environs, Unklar's folk have fled, making hidden holes in dark places. So it is with the small and the powerful.

The most famous of the ruins is the Old Ziggurat. Built by the Aenochians its many levels served the priests of that ancient empire some 1300 years ago. The Old Ziggurat lay empty for many years, but that has, so the tales relates, changed. The Bard Erikendous has come from the lonely paths of those western eves with stories of dark roots in that old place. Of creatures, of Unklar's servants, making their abode there. His tales, crafted into song, are of a Witch Queen. Few of these creatures lived in the days of darkness, but their were dreaded servants, foul and mean women who ate the flesh of their victims.

The ziggurat is a foul place and any would-be heroes willing to enter this abode and challenge the inhabitants must gird themselves for desperate battle against both the arcane and mundane. For here reside one of the Witch Queens of old and she has surrounded herself with the remnants of the Horned One's armies and the cohorts of those wrecked and ruined in the foul pits of Aufstrag.

For 3-5 characters, levels 3-5. The Adventure continues!

From the makers of the Castles & Crusades roleplaying game comes the third adventure for heroes and adventurers to battle ancient evils in a foul land.

 
Price: 7.57 USD
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65 Dragon Magazine #212 GM Advice Donovan, Dale
TSR 12/01/1994 156076970X Magazine Used: Like New 
December 1994 issue. Very light whitening on cover edges. Crisp, clean pages.

The December 1994 issue of Dragon Magazine includes the following articles:

  • "Consider the Consequences," pp. 24-28. Every character action should have a campaign reaction.
  • "Hitting the Books," by Eric Noah, pp. 10-16, 22. Make your adventures more like fantasy stories.
  • "Psychic Proficiencies," by William W. Connors, pp. 41-52. Ravenloft. Add these mental powers to your Masque of the Red Death Victorian horror campaign.
  • "Reruns: Adventures that Improve with Age," by Thomas M. Reid, pp. 18-22. Get more than one use out of that module or adventure.
  • "Tricks of the Trade," pp. 30-36. Learn to become not just a DM, but a story teller.
 
Price: 3.76 USD
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66 The City of Ravens Bluff (AD&D Fantasy Roleplaying, Forgotten Realms Adventure) (Rpga Network Adventure) Ed Greenwood
TSR Inc. 1998-11-03 0786911956 Paperback Used: Acceptable Paperback 
MISSING POSTER MAP! Small piece of top right corner of front cover missing. Large bend to bottom right corner of front cover. Small soda stain along bottom of book; does not obscure any text except on pages 45 & 46 where it must have originally spilled. Pages otherwise clean.

A dozen years in the making, this sourcebook contains everything you need to know about Ravens Bluff, home of the Living City campaign:

  • The movers and shakers of the city are described in detail, from the deans of the Wizards Guild to the prelates of the Clerical Circle, from Lady Mayor to the heads of the noble houses.
  • The laws of the city are revealed, along with the officials responsible for enforcing them and the punishments for breaking them. Read the history of the city and discover the secrets of Lost Sabreen, the dwarven city buried beneath its foundations.
  • New monsters and new magics, hidden cults and secret societies, and a description of the entire Vast surrounding the city are all included within these pages.
  • As if this were not enough, this sourcebook also includes the most detailed map of the city ever published [not included] and an extensive Walking Tour visiting hundreds of locations throughout Ravens Bluff.

Come join one of the largest and oldest RPG campaigns in the world! Find out why it has attracted some of the best players in the game today. Accept the challenge. The Living City awaits...

Suitable for use with characters of all levels

 
Price: 4.91 USD
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67 CM8 the Endless Stair (Dungeons and Dragons-Standard Module) Ed Greenwood
TSR Hobbies 1987-05 0880383909 Paperback Used: Like New Paperback 
Light whitening on cover edges, heavier near spine. Crisp, clean pages. Interior playing aids not separated.

The Great Mage Cheiromar, known as Aglahund the Mighty, is said to be buried under the Leaning Stone atop Galzar's Crag. One of his apprentices, Ulthorn, has been discovered dead in an aperture of the Leaning Stone... a doorway that locals swear has never been there before!

You must discover how Ulthorn died and the mystery of the Leaning Stone. In the process, you may find yourself at the Endless Stair. Those who never climbed it say it seems to lead to nowhere. Those who did never lived to tell of it.

Will you dare to ascend into the unknown?

An adventure for characters of levels 15-20

 
Price: 28.52 USD
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68 Serpent Kingdoms (Dungeons & Dragons: Forgotten Realms, Campaign Supplement) Ed Greenwood; Eric L. Boyd; Darrin Drader
Wizards of the Coast 2004-04-01 0786932775 Hardcover New Hardcover 
Brand new unread copy. No remainder mark.

Crawling Evils Never Sleep

Chilling fireside tales describe the fell plans and foul actions of the horrors known as the Scaled Ones: lizardfolk, nagas, yuan-ti, and their sinister creator race, the sarrukh. Infinitely patient and ruthless, the insidious serpentfolk seek to enslave all of Faerûn's other races to breed them like cattle. For those bold enough to peer within, Serpent Kingdoms offers an unsettlingly detailed look at the malevolent serpentfolk and lizard races of the Forgotten Realms game setting.

  • 27 new monsters
  • 27 new feats
  • Dozens of serpentfolk sites
 
Price: 19.00 USD
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69 Monstrous Compendium Appendix (Planescape) (Advanced Dungeons & Dragons, 2nd Edition, Accessory/2602) Editor-Allen Varney; Illustrator-Jeff Easley; Illustrator-Tony DiTerlizzi
Wizards of the Coast 1994-06 1560768622 Paperback Used: Like New Paperback 
Heavy whitening on cover edges, much heavier at spine. Crisp, clean pages. No remainder mark.

Listen up, cutter...

There's lots of bashers that can plant you pretty fast, out here in the planes. And that's the only "pretty" thing about most of 'em. A blood's got to know what's what, or the results won't rise. A lot of creatures out here're just plain bad, and even the good ones can burn you if you rattle your bonebox wrong. What a cutter needs is a guide to what's out there, and if it's twice as big as the previous guide and illustrated in color, that's just a bonus. Sure, there's been other guides to planar creatures, but most're hard to find, don't scan the turf, or just don't have the straight chant....

This Monstrous Compendium appendix includes a broad spectrum of monsters from the Inner, Outer, Astral, and Ethereal Planes -- all geared to provide hours of adventure in the Planescape campaign setting. Replacing the original Outer Planes Appendix,this new and enlarged compendium includes full-color illustrations, reintroducing many of the best multiplanar monsters from a variety of out-of-print sources.

 
Price: 19.00 USD
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70 Wit and Wisdom of Famous American Women by Beilenson, Evelyn L.; Tenenbaum, Ann Editor-Ann Tenenbaum
Peter Pauper Pr 1986-04 0880881577 Hardcover Used: Like New Hardcover 
Inscription inside front cover. Tiny ding to DJ. 
Price: 0.01 USD
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71 Dungeons of Despair (Advanced Dungeons & Dragons) by Perkins, Christopher Editor-Christopher Perkins
TSR 1999-02 0786914440 Paperback Used: Like New Paperback 
Very light whitening on cover edges. Crisp, clean pages. No remainder mark.

The quest for honor and the search for treasure sometimes leads to death and despair.

Herein are featured six adventures originally presented in Dungeon Adventures magazine:

  • Caermor by Nigel D. Findley: True evil walks among the villagers of Caermor. You must uncover the danger in time to save the village from destruction. [4-8 characters of levels 2-4; originally published in Dungeon #2]
  • The Moor-Tomb Map by Jon Bailey: A mysterious maps lead you into the perilous Willowmoors and, with any luck, the lost tomb of Dalavan Meir. [4-6 characters of levels 2-4; originally published in Dungeon #13]
  • The Cauldron of Plenty by Willie Walsh: The king wants it. The giant has it. Do you have the gall or the guile to take it? [4-6 characters of levels 2-4; originally published in Dungeon #21]
  • King Oleg's Dilemma by Lee Sheppard: An alliance with the dwarves would solve many of King Oleg's problems, but reaching the dwarves is easier said than done. [4-6 characters of levels 2-4; originally published in Dungeon #43]
  • Encounter in the Wildwood by Willie Walsh: A trek through the wood pits heroes against a truly monstrous band of brigands. [4-7 characters of levels 2-4; originally published in Dungeon #19]
  • Masqueraider by Randy Maxwell: Journey to a haunted valley to find the elusive marauder that threatens the town of Tyrluk. [4-6 characters of levels 2-4; originally published in Dungeon #19]

Dungeons of Despair is a collection of low-level adventures for the Advanced Dungeons & Dragons game. Each adventure stands alone, but any of them can be inserted easily into an ongoing AD&D campaign. They can also be played as follow-up adventures to those presented in Road to Danger, the first anthology of adventures taken from the pages of Dungeon Adventures.

 
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72 Dragon Magazine #247 Mystara's Rakasta Editor-Dave Gross
Wizards of the Coast 1998-04 0786908114 Paperback New Paperback 
Brand new unread copy in original wrap.

The May 1998 issue of Dragon Magazine includes the following articles:

  • "Bazaar of the Bizarre," by Sebastian Dietz, pp. 82-86. Look here for some magic that works: magical items for artisans.
  • "Dragon's Bestiary," by Johnathan M. Richards, pp. 88-92. Before kissing for princes, study these anurans: archer frog, ghoul frog, leech toad, and spined toad.
  • "Dungeon Mastery," by Brent Knowles, pp. 94-96. Before giving up on language barriers, give them pidgins.
  • "Heroes of Cerilia," by Ed Bonny, pp. 46-55. Skills & Powers rules for the Birthright setting or any AD&D campaign.
  • "Out of Character," by Peter Adkinson, p. 24. A great hero's beginning.
  • "Pro-files: Jeff Grubb," by Allen Varney, p. 120.
  • "Rakasta of Mystara," by Bruce Heard, pp. 26-37. Add these feline heroes to your campaign.
  • "Rogues Gallery," by Kate Novak, pp. 74-80. "The Crew of the Realms Master" return to your campaign.
  • "The Taltos," by Tom Moldvay, pp. 38-44. Spirit-hunting rogues, the taltos combine magical and martial power.
  • "Wyrms of the North," by Ed Greenwood, pp. 56-60. Forgotten Realms. Silver Miirym guards Candlekeep as "The Sentinel Wyrm."
 
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73 Dragon Magazine #243 Paladins Editor-Dave Gross
TSR 1997-12 0786908076 Paperback Used: Like New Paperback 
Light whitening on cover edges. Crisp, clean pages.

The January 1998 issue of Dragon Magazine includes the following articles:

  • "Arcane Lore," pp. 89-93. For those who would seek these magical tomes of the Greyhawk campaign: "Caveat Emptor."
  • "Bazaar of the Bizarre," pp. 70-74. A knight needs the finest in "Helms and Armor."
  • "Destriers of the Planes," pp. 26-34. Nine fantastic steeds from the Outer Planes: the equar, and new spells: Summon Lesser Equar and Summon Greater Equar.
  • "Dragon's Bestiary," pp. 75-81. Magical crossbreeds range from cute to deadly: the armadillephant, dragonfly turtle, duckbunny, moat cat, spider-horse, and venom dog.
  • "Dungeon Mastery," pp. 94-95. A brief survey of historical knights, with a DM's bibliography for campaign inspiration.
  • "Enchanting Weapons," pp. 52-55. The DM's guide to making the most of your magical weapons.
  • "He's Got Personality," pp. 40-47. A paladin's Charisma works differently from that of a bard or enchanter.
  • "Holy Sword of the Realms," pp. 35-39. Weapons both divine and infernal.
  • "In a Class by Themselves," pp. 82-88. Create a new kind of knight by making multi-class humans.
  • "Out of Character," pp. 24-25. The PC report card.
  • "The Treasures of Krynn," pp. 48-51. The Fifth Age brings both new and legendary magical items to Dragonlance.
  • "Wyrms of the North," pp. 56-60. Forgotten Realms. A steel dragon claims Waterdeep as her home, so visitors beware "The Wyrm of Many Spells."
 
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74 Dragon Magazine, No 250 (Monthly Magazine & Annual) Editor-Dave Gross
TSR 1998-07 0786911549 Paperback Used: Like New Paperback 
Whitening on cover edges. Crisp, clean pages.

The August 1998 issue of Dragon Magazine includes the following articles:

  • "Arcane Lore." Learn where the earth-sorcerer Tisan gained her power in "Secrets of the Arch-Geomancer."
  • "Bazaar of the Bizarre." Magic items with class (specific to certain classes).
  • "The Dimernesti." Dragonlance. The sea elves of Krynn are deeper than you think.
  • "Dragon's Bestiary." A small menagerie of new aquatic creatures: Black slime, giant clownfish, giant diving beetle, and sea cow.
  • "Heroes of the Sea." Aquatic PCs for your AD&D campaign.
  • "Interfaces: The World of the Mechalus." Alternity. Who are these half-mechanical aliens?
  • "Sunken Treasures." How to salvage that soggy swag.
  • "Warships of the Sea." New vessels, cannons, and a seafarer's lexicon.
  • "Wyrms of the North," by Ed Greenwood. Forgotten Realms. The Silmerhelms are kept safe by "The Wyrm Who Watches."
 
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75 Dragon Magazine #244 Wings Editor-Dave Gross
Wizards of the Coast 02/01/1998 078691159X Magazine Used: Like New Magazine 
Light whitening on cover edges. Crisp, clean pages.

The February 1998 issue of Dragon Magazine includes the following articles:

  • "Arcane Lore." Spells of elemental air can take your wizards to new heights.
  • "Bazaar of the Bizarre." From the mechanical to the magical, peruse this fine selection of miracles of flight.
  • "Ecology of the Sphinx." A clever wizard applies his knowledge of the four sphinxes to profit from their natural animosity.
  • "ProFiles: Ed Greenwood."
  • "Warriors of the Wind." Learn the tactics of fighting airborne opponents, and add four new flying races to your AD&D campaign, either as opponents or allies for your PCs.
  • "Wyrms of the North." Ed Greenwood. No adventurer should ever underestimate the danger of a dragon named "Old Snarl," unless one's prepared for "a right bit of Klauth work."
  • "Xakhun Airship." The drow could never aspire to conquer the skies, could they? Learn the secrets of the Xakhun clan's plan for conquest of the outer world.
 
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76 Dragon Magazine # 345 (July 2006, Volume XXXI Number 2) Editor-Erik Mona
Paizo Publishing 2006 Paperback New Paperback 
Brand new unread copy.

The July 2006 issue of Dragon Magazine includes the following articles:

  • "Bazaar of the Bizarre," pp. 72-74. Check out what giants have in their bags besides just rocks.
  • "Class Acts," pp. 84-91. Adventurer: Equipment Arrays; Divine: Underdark Animals; Psionic: Psicrystal Substitutions; Warrior: Combat Strikes.
  • "Demonomicon of Iggwilv: Kostchtchie," pp. 20-33. Not even the icy Iron Wastes can contain Kostchtchie, Demon Prince of Wrath.
  • "Ecology of the Annis Hag," pp. 64-68. Beware witches who lurk with iron claws and a hunger for flesh.
  • "Excursion: Four Transports," pp. 44-53. Around the block or around the world -- get where you need to be.
  • "Giants of Xen'drik," pp. 34-43. Eberron. Choose sides in a guerilla war between drow and giant clans.
  • "Sea Serpents," pp. 54-63. Deadly and devious dragons the depths: crested sea serpent (CR 3-24), lantern sea serpent (CR 4-25), spiked sea serpent (CR 2-23).
  • "Spellcraft," pp. 76-78. Unearth the titanic power of artifact spells. (Artifact spell is a new type of spell described in Secrets of Xen'drik, though the rules are presented in this article.)
 
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77 Dragon Magazine #331 Sandstorm Editor-Erik Mona
Paizo Publishing 2006 Paperback New Paperback 
Brand new unread copy.

The May 2005 issue of Dragon Magazine includes the following articles:

  • "Alchemical Charms," pp. 30-34. Devils, demons, and vampires beware! A look at nonmagical charms, droughts, and powders.
  • "Bazaar of the Bizarre," pp. 64-68. Insidious items. The good, the bad, and the cursed.
  • "Bedrolls, Bottles, and Bells," pp. 40-44. Getting the most out of your gear.
  • "Class Acts," pp. 84-102. Tips and tricks for your favorite class. Barbarian: Archaic Armaments. Bard: The Multiclassed Bard. Cleric: Tokens of Faith III. Druid: Environmental Weapon Lists. Fighter: Marine Munitions. Monk: The Sidewinder Monk. Paladin: Knightly Effects. Ranger: Rangers Militant. Rogue: Be a Lover, Not a Fighter. Sorcerer: Familiarity Breeds. Wizard: Wizard Affectations.
  • "The Ecology of the Green Hag," pp. 56-62.
  • "The Plunderer's Handbook," pp. 46-54. A guide to finding and keeping treasure.
  • "The Point of Pole Arms," pp. 22-28. Reach into the past with this overview of D&D's longest melee weapons.
  • "Spellcraft," pp. 70-73. 7 new Sandstorm spells. Beware the spells of the black pyramid: camel's tenacity (Clr 4, Drd 3), desert burial (Drd 4, Sor/Wiz 4), dust storm (Drd 3, Sor/Wiz 3), crown of despair (Sor/Wiz 7), sand spiral (Sor/Wiz 6), screen of heat (Clr 3, Drd 3), touch of the pharaoh (Clr 5).
  • "Wondrous Vehicles," pp. 36-38. New fantastic conveyances, including the adamantine carriage, beholder globe, chariot of Sustarre, dragonfly longship, dune yacht, juggernaut chariot, longship of dread shade, palanquin of beguilement, smuggler's wagon, sniper's carriage, and worm raft.
 
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78 Dungeon Magazine #107 Freeport Editor-Erik Mona
Paizo Publishing 2004 Magazine Used: Like New Magazine 
Brand new unread copy.

The February 2004 issue of Dungeon Magazine includes the following articles and adventures:

  • "Critical Threat: Evard: Debased Information Broker," Dungeon #107, pp. 36-37. CR 16. With a new spell, Evard's All-Seeing Worm (Sor/Wiz 5).
  • "Map of Mystery: Cryomancer Icicle Tower," Dungeon #107, p. 34.
  • "Mellorn Hospitality," by Russell Brown, D&D3e for 6th-level PCs, Dungeon #107, pp. 12-33. Every seven years, the elven village of Mellorell hosts the Festival of Life, an opportunity to trade, shop, and celebrate with the folk of nearby lands. But a dark secret that could cost the life of fairgoers draws the heroes into a plot that leads all the way to Hades.
  • "Test of the Smoking Eye," by David Noonan, D&D3e for 10th-level PCs, Dungeon #107, pp. 38-71. The Shackled City Adventure Path continues! The Cagewrights continue their manipulations of the city of Cauldron, making the PCs their latest pawns in a gambit that leads all the way to the Abyss. The heroes must complete the test of a deposed demon lord to ensure the safety of Cauldron and all its citizens.
  • "Polyhedron: Dead Man's Quest," by Graeme Davis, D&D3e Freeport for 1st-level PCs, Dungeon #107, pp. 84-103. Living pirates are a common enough hazard around the islands known as the Serpent's Tooth. A dead one is even more trouble -- especially when his treasure has been stolen!
  • "Polyhedron: Global Positioning," Dungeon #107, pp. 82-83. Public high school.
  • "Polyhedron: Monster Hunting the Department-7 Way," by Rich Redman, Dungeon #107, pp. 104-113. d20 Modern and Urban Arcana heroes pick up tips on dealing with Shadow expressions.
 
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79 Dragon Magazine # 342 (April 2006, Volume XXX No 11) Editor-Erik Mona
Paizo Publishing 2006 Paperback New Paperback 
April 2006 issue. Brand new unread copy.

The April 2006 issue of Dragon Magazine includes the following articles:

  • "Bazaar of the Bizarre," pp. 70-72. For those times when your party cries "Cleric!" but you're out of healing.
  • "Beyond the Pale," pp. 26-31. Death isn't forever in D&D. Six new ways to put the fear of death back into your PCs.
  • "Class Acts," pp. 84-91 Adventurer: The Art of Kuji-In; Arcane: Subtle Spells; Divine: The Wild Hunt (with a new domain: Night); Warrior: Tribal Halflings.
  • "Core Beliefs: Olidammara," pp. 32-44. Go on a bender with the Laughing Rogue. But keep an eye on your coin purse.
  • "Domain Power," pp. 20-25. +1 caster level when casting chaos spells got you down? Alternative uses for divine energy.
  • "The Power of Faith," pp. 48-56. 14 new initiate feats and 23 spells for clerics of the core pantheon.
  • "Spellcraft: Alien Blessings," pp. 74-76. Terrifying spells of monstrous deities.
  • "Wormfood: Surviving the Age of Worms Adventure Path," pp. 66-69. Magic items of worm and wyrm.
 
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80 Dungeon Magazine #115 Eberron Editor-Erik Mona; Editor-James Jacobs
Paizo Publishing 10/01/2004 Paperback Used: Like New Paperback 
Light whitening on cover edges, heavier at top of spine. Crisp, clean pages.

The October 2004 issue of Dungeon Magazine includes the following articles and adventures:

  • "Campaign Workbook: Passages into Darkness," pp. 92-93. New doors and gates.
  • "Campaign Workbook: Fences and Dealers," pp. 88-89.
  • "Campaign Workbook: Fifty Fairs and Markets," pp. 90-91.
  • "Campaign Workbook: Sylvan Ambushes," pp. 94-95.
  • "Dungeoncraft: Mastering the Game," by Monte Cook, pp. 84-87. Starting a New Campaign, Part 2: The People Around the Table.
  • "Raiders of the Black Ice," by Wolfgang Baur, D&D3e for 3rd-level PCs, Dungeon #115, pp. 16-35. Bracing for a terrible winter, the adventurers find themselves snow-locked in the desolate Archbarony of Blackmoor. Will they venture into the treacherous Land of Black Ice to rescue an enslaved people?
  • "Steel Shadows," by Keith Baker, D&D3e Eberron for 7th-level PCs, Dungeon #115, pp. 36-54. A killer stalks the warforged of Sharn. Some say the murderer is a vengeful spirit, while others blame human bigotry and fear. Can the adventurers expose the truth that lies hidden in the city's depth?
  • "Strike on Shatterhorn," by Christopher Perkins, D&D3e for 18th-level PCs, Dungeon #115, pp. 56-82. The pulse-pounding conclusion to the Shackled City Adventure Path split into two parts. The heroes track the remaining Cagewrights to the ruined yuan-ti stronghold of Shatterhorn.
 
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81 Dragon Magazine 347 Editor-Erik Mona; Editor-Jason Bulmahn; Editor-Mike McArtor; Editor-F. Wesley Schneider
2006 Mass Market Paperback New Mass Market Paperback 
Brand new unread copy.

The September 2006 issue of Dragon Magazine includes the following articles:

  • "Archomentals," pp. 28-41. The return of the Princes of Elemental Evil: Cryonax (CR 22), Imix (CR 22), Ogremoch (CR 24), Olhydra (CR 22), and Yan-C-Bin (CR 21).
  • "Bazaar of the Bizarre," pp. 72-74. Put the power of the elements in your hands. "Class Acts," pp. 86-93. Adventurer: Wilderness Markers. Arcane: Archaeologists. Divine: Lost Ones. Warrior: The Ranger Guide.
  • "Ecology of the Elemental Weird," pp. 66-71. Those who seek answers from the ageless elements should beware. "Elemental Hazards," pp. 42-52. As if the Elemental Planes didn't present enough lethal challenges.
  • "Off to See the Wizards," pp. 20-26. Delve into the mysteries of the game wizards behind D&D.
  • "Paraelementals," pp. 54-65. Ice, magma, ooze, and smoke: uncover what lies between the Elemental Planes.
  • "Spellcraft," pp. 76-78. Blasphemous utterances of the Temple of Elemental Evil. Includes blaze bones (Clr 2, Sor/Wiz 2), burning hate (Clr 2, Sor/Wiz 3), caustic disdain (CR 4, Sor/Wiz 4), cold of the grave(Clr 2, Sor/Wiz 2), liferot (CR 3, Sor/Wiz 4), storm slave (Clr 6, Sor/Wiz 6), and summon avatar of elemental evil (Clr 8).
 
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82 Dungeon Magazine #108 Dark Matter Editor-Erik Monda
Paizo Publishing 03/01/2004 Paperback Used: Like New Paperback 
Light whitening to cover edges. Crisp, clean pages.

The March 2004 issue of Dungeon Magazine includes the following articles and adventures:

  • "Challenge of Champions V," D&D3e for PCs of any level, Dungeon #108, pp. 48-70. Once again, the Adventurers Guild has sent out the call for those who dub themselves great adventurers to compete in a contest designed to challenge low- and high-level heroes alike. Can you make it through to victory without suffering the humiliation of defeat?
  • "The Iron Satyr," D&D3e for 11th-level PCs, Dungeon #108, pp. 16-45. A massive horned statue at the center of the village of Dramshae draws interest from townsfolk and extraplanar interlopers alike.
  • "Map of Mystery: Stone Giant Caverns," Dungeon #108, p. 47.
  • "Polyhedron: Dark Matter: Shades of Gray," Dungeon #108, pp. 77-114. All that you see is not all there is. The world is a buzzing hive of conspiracies, from subtle alien plots aimed at taking over the world to the centuries-old machinations of numerous illuminati groups. Your PC investigators may be the last hope of the freedom-loving citizens of Earth. A d20 Modern mini-game of conspiratorial suspense.
  • "Polyhedron: Global Positioning," Dungeon #108, p. 76. Arctic research station.
 
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83 Shakespeare's Hamlet (Cliffs Notes) by Lowers, J. K. Editor-J. K. Lowers
Cliffs Notes 1971-06 0822000180 Paperback Used: Like New Paperback 
Tight, clean pages. 
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84 Dragon Magazine #289 Ninjas Editor-Jesse Decker
Paizo Publishing 2001 Paperback New Paperback 
Brand new unread copy. Forgotten Realms poster map still attached.

The November 2001 issue of Dragon Magazine includes the following articles:

  • "Bazaar of the Bizarre: Cup & Chalice," by Owen K.C. Stephens, pp. 104-107.
  • "Black-Clad Assassins: The History of the Ninja," pp. 36-42. Oriental Adventures.
  • "Cities of the Ages: Paris," by Kenneth Hite, pp. 88-92.
  • "Class Combos," by James Wyatt, pp. 80-84. Oriental Adventures. The martial artist (fighter/monk), monastic defender (monk/sohei), and spirit warrior (fighter/shaman).
  • "Dungeoncraft: Raiders of the Lost World," by Ray Winninger, pp. 122-125. Creating NPCs that stand out in the players' minds.
  • "Elminster's Guide to the Realms: The Shunned Street," by Ed Greenwood, pp. 100-103. Forgotten Realms. A hidden Thayan safe house. New spell: Arcane Mark Ward (Sor/Wiz 2).
  • "Flying Leaps, Deadly Silks," by Robin D. Laws, pp. 60-65. Oriental Adventures. The fantastic world of Hong Kong cinema. (A means to get adventure ideas for Oriental Adventures.)
  • "Leveled Treasures," pp. 56-58. How weapons can grow with the PCs.
  • "The Play's the Thing: Ability Combos II," by Robin D. Laws, pp. 114-115. PC descriptions for ability combos.
  • "Playful Phoenix Fist, Four Scholars Boxing," pp. 76-79. A random name generator for martial arts moves.
  • "Rogues Gallery: The Foes of Stormweather II," by Dave Gross, pp. 94-98. Forgotten Realms. More foes from the books.
  • "Silent Warriors," by Matthew Sernett, pp. 46-54. Oriental Adventures. Three new ninja prestige classes: poison fist, ghost-faced killer, and weightless foot.
  • "Thunder and Fire: The World of the Kaiju," by James Jacobs, pp. 66-75. Oriental Adventures. A template that can be added to any animal, beast, magical beast, or vermin to create a giant monster that feeds on destruction.
 
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85 Dragon Magazines #293 Monsters with Class Editor-Jesse Decker
Paizo Publishing 2002 Paperback New Paperback 
Brand new unread copy. Dungeon tiles poster still attached.

The March 2002 issue of Dragon Magazine includes the following articles:

  • "The Bestiary: Howls of Nature's Wrath," by Eric Cagle, pp. 78-83. Six deadly wolves: thunder wolf, mist wolf, sea wolf, shard wolf, magma wolf, and cloud wolf.
  • "Campaigning with Class," by Andy Collins, pp. 66-70. Pick a perfect prestige class for any campaign. Includes 20 d20 questions to determine if a prestige class suits your campaign.
  • "Class Acts: The Nightsong Enforcer," by Monte Cook, pp. 84-85.
  • "Countrycraft," by Ray Winninger, pp. 40-50. Realms rules -- the largest Dungeoncraft ever!
  • "DM's Toolbox: Creating a Campaign Website," pp. 110-112.
  • "The Elemental Planetouched," by Sean K. Reynolds, pp. 56-64. The secret life of the genasi. Using genasi in your campaign.
  • "Elminster's Guide to the Realms: The Missing Minotaur," by Ed Greenwood, pp. 74-77. Forgotten Realms. A new tavern in western Everlund.
  • "Monsters with Class," by Rich Redman, pp. 52-55. 356+ monster ECLs turn the Monster Manual into the Player's Handbook!
  • "Places of Mystery," by Gary Holian, pp. 88-91. Living Greyhawk. Explore the ruins of Spinecastle and the ancient Flan enclave of Veraclos.
  • "Small Gods," pp. 28-32. Rethink religion with these diminished deities.
  • "A Splintered Sun," pp. 92-96. Living Greyhawk. Meet the Glaves of Azharadian, a knighthood that serves as the backbone of Onnwal's struggles against the Scarlet Brotherhood.
  • "TV Structure," by Robin D. Laws, pp. 34-38. Think like a TV series to make your games more interesting.
 
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86 Dragon Magazine #294 Vehicle Rules Editor-Jesse Decker
Paizo Publishing 2002 Paperback New Paperback 
Brand new unread copy.

The April 2002 issue of Dragon Magazine  includes the following articles:

  • "Adding Insult to Injury," by Robin D. Laws, pp. 58-62. Wisecracks are no joking matter. Includes new feats based on Wit.
  • "Artifacts of Oerth," by Allan Grohe and Erik Mona, pp. 92-97. Instruments of the gods. Major artifacts and how to use them in a Greyhawk campaign.
  • "Bazaar of the Bizarre: Relics of the Faith," pp. 74-79. Specific magic items for the gods of Greyhawk .
  • "Bazaar of the Truly Bizarre: Rummage Sale," by Ed Stark, pp. 80-82. Humorous items that are balanced for regular play.
  • "Beings of Power: Four Gods of Greyhawk," by David Noonan, pp. 27-33. Greyhawk. Provides Deities & Demigods stats for Iuz, Pholtus, Rao, and Tharizdun. Also includes the Madness and Force domains and new spells.
  • "Class Acts: The Nightsong Infiltrator," by Monte Cook, pp. 66-67. Experts in breaking into "secure" areas, the nightsong infiltrator is the perfect thief and the perfect spy.
  • "Elminster’s Guide to the Realms: The Leaning Tree," by Ed Greenwood, pp. 70-73. Forgotten Realms. A trailside camp near Spiderhaunt Wood.
  • "Faiths of Faerûn: The Green Hunter," pp. 68-69. Forgotten Realms. A secretive group operating in the jungles of Chult.
  • "The Play’s the Thing: There and Back Again," by Robin D. Laws, pp. 102-103. Keeping a log to help you remember what happened.
  • "Ramming Speed," by David Noonan, pp. 34-51. Vehicle combat rules.
  • "Silicon Sorcery," pp. 104-106. Spells from Nightcaster and magic items from Neverwinter Nights.
  • "The Windsinger," pp. 52-53. A sailor who can conjure the winds.
  • "Words to Live By," by Robin D. Laws, pp. 54-57. Catchphrases to distinguish your PCs.
 
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87 Dragon Magazine 307 Editor-Jesse Decker; Editor-Matthew Sernett; Editor-Stacie Magelssen
2003 Mass Market Paperback New Mass Market Paperback 
Brand new unread copy. Tiny chip bottom of spine. Westeros poster still attached.

Campaign in George R. R. Martin's world of Westeros! The May 2003 issue of Dragon Magazine includes the following articles:

  • "DM’s Toolbox: Monster PCs," pp. 102-107. What do you do when your player wants to play a troll?
  • "Elminster’s Guide to the Realms: The Haunted Bridge," pp. 56-59. Located north of Westbridge and south of Triboar in the Forgotten Realms is a bridge that sometimes talks.
  • "Good Monster Cultists," pp. 70-76. Cultists for unicorns, couatls, dryads, and lillends.
  • "Heroes of Cormyr," pp. 46-54. Forgotten Realms. Battlepriests, council mages, noble adventurers, moon drovers, and the royal scouts.
  • "House Rules: Racial Interactions," p. 18. What if dwarves are distrusted? Or elves?
  • "Monsters in the Alley," pp. 28-36. They lurk in the dark, they stalk through the city, and their favorite snacks are player characters. Includes stats for the dweomervore, splinterwaif, trap haunt, and wilora.
  • "Open Skies," pp. 21-26. The Silver Strike Guild brings aerial adventure to your campaign.
  • "The Play’s the Thing: Power Plays," pp. 108-109. Move and spell combos.
  • "Revision Update," pp. 60-63. Changes to harm, hold person, haste, and polymorph other.
  • "Risen Dead II," pp. 38-45. More undead templates for bodaks, ghouls, ghasts, and scions of Kyuss.
  • "Sage Advice," pp. 110-112. Knowledge, bardic knowledge, and other class abilities.
  • "Silicon Sorcery," pp. 64-68. Two PC races from Shadowbane: Sinister shades and half-elves struggling to stave off madness.
  • "Westeros Campaign Introduction," pp. 78-80. History and roleplaying in the world of Westeros, the setting of George R.R. Martin’s The Song of Fire and Ice series.
  • "Westeros Exclusive Interview," pp. 98-101. George R. R. Martin on writing, history, and gaming.
  • "Westeros: The Ice Wall Campaign," pp. 82-87. Battle barbaric tribesmen and horrific undead alongside the men of the Night’s Watch.
  • "Westeros: A Clash of Kings," pp. 88-96. Political intrigue knows no home like King’s Landing, the most dangerous city in Westeros.
 
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88 Dragon Magazine #215 Gaming Editor-Kim Mohan
Wizards of the Coast 1995-02 0786902663 Magazine New 
March 1995 issue. Brand new unread copy.

The March 1995 issue of Dragon Magazine includes the following articles:

  • "The Beginner's Game," pp. 22-24. Treat your novice gamers right and they'll stick around.
  • "The Deities of Africa," pp. 48-53. Use these gods to flesh out your African campaign pantheons.
  • "Donning a New Masque," pp. 41-46. New kits and a PC sheet for Masque of Red Death campaigns.
  • "The Ecology of the Amphisbaena," pp. 32-38. A case where two heads are definitely worse than one.
  • "Gaming with Style," pp. 16-20. What kind of gamer are you?
  • "The Gaming Wizards," pp. 97-100. Get all the dope on the new Blood Wars card game -- including a complete card list.
  • "Putting Evil to Good Use," pp. 10-14. How to get around cursed magical items.
 
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89 Shakespeare's The Tempest (Cliffs Notes) by Hillegass, L. L. Editor-L. L. Hillegass
Cliffs Notes 1989-05 0822000830 Paperback Used: Good Paperback 
Stains on bottom, otherwise clean pages. 
Price: 0.01 USD
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90 Dragon Magazine #317 Exotic Heroes Editor-Matthew Sernett; Editor-Mike McArtor; Editor-F. Wesley Schneider
Paizo Publishing LLC 2004 Magazine New Magazine 
Brand new unread copy in original wrap. Includes Wrath Unleashed cards.

The March 2004 issue of Dragon Magazine includes the following articles:

  • "Beasts of the Sun: Central American Monsters," pp. 62-67. The cipactli (world lizard, CR 20), the chaneque (mischievous earth sprites, CR 2), quinametin (titans, CR 1), thunder (elemental air spirits, CR 6), xilob (giants, CR 8), and xtabay (foul hags, CR 3).
  • "Body of Knowledge: Feeling It in the Bones," pp. 50-57. Three new prestige classes: the osteomancer, the flux adept, and the cerebrex.
  • "Class Acts: The Ranger Knight of Furyondy," pp. 68-69. Greyhawk. Bringing the battle to the Empire of Iuz.
  • "Countdown to Eberron: Races of the New World," pp. 16-21. Introducing three new races: the changelings, the kalashtar, and the shifters.
  • "Dungeoncraft: Into the Wild," pp. 96-98. Designing wilderness adventures.
  • "Expanded Psionics Preview #3: Psionic Power," pp. 88-90. New psionic powers and ways to use them.
  • "Faiths of Faerûn: Battleguard of Tempus," pp. 76-78. Forgotten Realms. Soldier-saints of the lord of battle, a new prestige class.
  • "Faiths of Faerûn: Holy Strategists of the Red Knights," pp. 80-83. Forgotten Realms. The clergy of the Red Knight.
  • "Magic's High Notes: 9 Magical Instruments," pp. 59-61.
  • "The Play's the Thing: Running a Non-Iconic Party, Part 1," pp. 92-94. How to adventure without fighters and rogues.
  • "Silicon Sorcery: D&D Heroes Magic, Monsters, and Mayhem," pp. 70-75. New spells, including circle of cold (Sor/Wiz 4), icy sphere (Sor/Wiz 5), sticks to snakes (Clr 3, Drd 3), and vampiric drain (Sor/Wiz 8). New monsters including eldritch archer (undead, CR 13), ice golem (CR 12), and jungle spider (CR 7).
  • "Truenames and Fetishes: The Power and the Peril," pp. 38-42. Truenames provide power.
  • "Under Command: Out of Thin Air," pp. 84-87. Summoning monsters in D&D and D&D miniatures.
  • "Urban Druids: Secret Voice of the City," pp. 30-36. A new standard class.
  • "Using Power Components," pp. 44-49. Eye of newt and toe of frog: how to use power components instead of XP on spells and magic items (an optional rule in the DMG).
  • "Xenophilia: Four New Exotic Races," pp. 22-29. Introduces the adu'jas (older than elves), gruwaars (unseelie fey), golmoids (intelligent constructs), and t'kels (intelligent lizardfolk).
 
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91 Dragon Magazine 259 Editor-Pierce Watters; Editor-Dave Gross; Editor-Chris Perkins; Editor-Jesse Decker
1999 Mass Market Paperback Used: Like New Mass Market Paperback 
Light whitening on cover edges. Crisp, clean pages.

The May 1999 issue of Dragon Magazine includes the following articles:

  • “Armed & Dangerous,” pp. 92-97. The weapons of Fallout 2 for the Alternity game.
  • “Bazaar of the Bizarre,” pp. 76-78. Magical sleeping items.
  • “Designer Demesnes,” pp. 28-39. Creating fantasy kingdoms using the Skills & Powers point system.
  • “The Dragon’s Bestiary,” pp. 64-69. Symbiotes and parasites.
  • “Dungeoncraft,” pp. 18-20. Naming.
  • “Dungeon Mastery,” pp. 82-85. How to handle it when the PCs lose.
  • “Master of the World,” pp. 42-46. The hows and whys of world domination for villains.
  • “Miscellaneous Mishaps,” pp. 49-51. Not every random encounter must lead to the Monstrous Manual tome. Add these wilderness encounter tables to your AD&D campaign.
  • “Rogues’ Gallery,” pp. 60-63. Three villains from the new Forgotten Realms novel, Dream Spheres.
  • “Wyrms of the North: Zundaerazylym,” pp. 70-74. Forgotten Realms. The journey to “Z” is fulfilled with “The Laughing Dragon.”
 
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92 Private Life in the Fifteenth Century: Illustrated Letters of the Paston Family Editor-Roger Virgoe
Weidenfeld & Nicholson 1989-10 1555842704 Hardcover Collectible: Like New 
Hardcover. First American edition. Pages crisp and clean. DJ crisp.  
Price: 11.95 USD
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93 City of Splendors: Waterdeep (Forgotten Realms Campaign Setting (D&D): Core... Eric L. Boyd
Wizards of the Coast 2005-06-27 0786936932 Hardcover New Hardcover 
Brand new unread copy. No remainder mark.

Explore the Shining Jewel of Faerun

Waterdeep beckons! For centuries, this grand city has stood at the edge of the Sea of Swords, tempting heroes with its bustling port, thriving markets, hidden perils, and half-forgotten dangers. Adventure waits on every street corner, behind every locked door, and below every cellar!

This supplement for the D&D game offers an in-depth examination of Waterdeep. It includes a rich history of the city, detailed city maps, descriptions of key locations, statistics for important NPCs, information on local laws, and rules for running and playing in Waterdhavian adventures.

  • 4 prestige classes [gray hand enforcer, knight of the blue moon, moonstar agent, sun soul monk]
  • 38 magic items
  • 11 city maps

The first in-depth look at Waterdeep, the shining jewel of the Forgotten Realms setting, in many years.

City of Splendors: Waterdeep offers an in-depth examination of the great city of Waterdeep in the Forgotten Realms setting. An overview of the city includes history, a who’s who, information on laws, and rules for running and playing in a Waterdhavian campaign. Information on the people of Waterdeep covers non-player characters, arcane schools, armed forces, guilds, nobility, prestige classes specific to the city, and more. Also included in the book are discussions of specific Waterdeep locales, adventure locales, and new monsters. An extensive appendix gives information on new equipment, magic items, psionic powers, poisons, spells, and more.

 
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94 Dragons of Faerun (Forgotten Realms Supplement) Eric L. Boyd; Eytan Bernstein; Evan Jamieson
Wizards of the Coast 2006-08-08 0786939230 Hardcover New Hardcover 
Brand new unread copy. No remainder mark.

Unleash the Dragons Within!

Long ago, dragons ruled the world, and although their power has waxed and waned over the millennia, they never forgot the glory of the distant past. Now and then, some world-shaking event or revelation brings out the worst in them... and transforms Faerûn forever.

This supplement describes some of Faerûn's most notorious dragons and dracoliches and presents information on dragon-related organizations, such as the church of Tiamat and the Cult of the Dragon. In addition, the book contains ready-to-play adventures, new traps and treasures found within dragon's lairs, new dragon spells, and new monsters.

The Forgotten Realms answer to the Draconomicon.

Dragons of Faerûn features an in-depth look at the dragons of Forgotten Realms. Dungeon Masters are given information on adventuring in the Year of Rogue Dragons on specific dragons of Faerûn and how they may interact with or fight against the players. They are given information on organizations that players can belong to or work against, like the evil Cult of the Dragon. Also included is information on how to run a campaign that features the Year of Rogue Dragons, the one time every thousand years the dragons of Faerûn rampage across the continent.

For use with these Dungeons & Dragons products: Player's Handbook, Dungeon Master's Guide, Monster Manual, Forgotten Realms Campaign Setting, and Draconomicon.

 
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95 Pathfinder #19 Howl of the Carrior King (Legacy of Fire) Erik Mona
Paizo Publishing, LLC. 2009-04-29 1601251599 Paperback New Paperback 
Brand new unread copy. No remainder mark.

Hear the cry of war!

In the exotic nation of Katapesh, a land of fortune and wonders, heroes are those with the courage to command their destinies. Such wisdom leads a daring band to the abandoned village of Kelmarane with the hopes of reestablishing the once prosperous community. But buzzards still feast upon the secluded settlement’s corpse: a savage tribe of gnolls and their bestial allies hold the town in the name of a merciless master known only as the Carrion King. Can the PCs retake the village from its feral conquerors, or is Kelmarane but the first bastion of civilization to fall before the hordes of the mysterious warlord?

This volume of the Pathfinder Adventure Path begins the Legacy of Fire, and includes:
  • “Howl of the Carrion King,” an adventure for 1st-level characters, by Erik Mona
  • An investigation into the savage gnoll tribes of the Brazen Peaks, their brutal culture, and their merciless members, by Eric Haddock
  • Ruins once sacred to the god of magic have become the lair of a living curse in “The Refuge of Nethys,” a Set Piece adventure by James MacKenzie
  • The adventures of druid Channa Ti begin in “Dark Tapestry,” a new chronicle in the Pathfinder’s Journal, by New York Times bestselling author Elaine Cunningham
  • Five new monsters by Adam Daigle, James Jacobs, and F. Wesley Schneider

For characters of 1st to 5th level.

Pathfinder Adventure Path is Paizo Publishing's monthly 96-page, perfect-bound, full-color softcover book printed on high-quality paper. It contains an in-depth Adventure Path scenario, stats for about a half-dozen new monsters, and several support articles meant to give Game Masters additional material to expand their campaign. Because Pathfinder uses the Open Game License, it is 100% compatible with the 3.5 edition of the world's most popular fantasy roleplaying game.

 
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96 Pathfinder #16 Second Darkness: Endless Night F. Wesley Schneider
Paizo Publishing, LLC. 2008-12-10 1601251297 Paperback New Paperback 
Brand new unread copy.

The Underworld Awaits!

Far below the world of light, a cavity of unspeakable evil spreads an ancient hatred through the darkness. From their city of Zirnakaynin the dark elves rule an empire of lies and dark magic. Already their foul ambitions grasp for the world above, threatening a cataclysm beyond reckoning and the advent of a second Age of Darkness. Only by taking on the disguises of dark elves themselves and invading the capital of the drow can the PCs discover their enemies’ true faces and put an end to their world-shattering plot. But what hope for survival can natives of the surface have in a merciless realm of endless night?

This volume of Pathfinder includes:

  • “Endless Night,” an adventure for 9th-level characters, by F. Wesley Schneider
  • An exploration of Zirnakaynin, the sunless city of the drow, with revelations on its cruel residents and ruthless rulers, by F. Wesley Schneider
  • Secrets of the perverse drow art of fleshwarping and the terrifying abominations born of this mad science, by J.D. Wiker and Darrin Drader
  • Eando Kline reawakens an evil that could jeopardize all of Golarion in the Pathfinder’s Journal, by Jay Thompson
  • Five new monsters by Jonathan Drain and F. Wesley Schneider

For characters of 9th to 11th level.

Pathfinder is Paizo Publishing's 96-page, perfect-bound, full-color softcover Adventure Path book printed on high-quality paper that releases in a monthly volume. Each volume is brought to you by the same staff which brought you Dragon and Dungeon magazines for over five years. It contains an in-depth Adventure Path scenario, stats for about a half-dozen new monsters, and several support articles meant to give Game Masters additional material to expand their campaign. Because Pathfinder uses the Open Game License, it is 100% compatible with the 3.5 edition of the world's most popular fantasy roleplaying game.

 
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97 Pathfinder Chronicles: Classic Horrors Revisited F. Wesley Schneider
Paizo Publishing, LLC. 2010-03-03 1601252021 Paperback New Paperback 
Brand new unread copy.

Things from Beyond the Grave

Born of myth, legend, and even modern film and literature, monsters such as the mummy, vampire, werewolf, and zombie are the stuff of nightmares—and frequent foes of heroic adventurers! Along with flesh golems, gargoyles, ghosts, ghouls, hags, and the mysterious derro, these ten monsters are staples of horror fiction and the bane of countless would-be heroes.

This 64-page book explores the origin of these creatures (in both the game world and real-world history), as well as their creation, habitat, society, motivations, and role in a campaign. Each creature also includes information on new and deadly creature variants, such as nosferatu vampires, corpse chill mummies, gemstone gargoyles, host corpse zombies, and phantasmagoric ghosts. What’s more, each chapter provides several new and notable examples of each creature, as well as a fully statted and ready-to-run sample monster, whether it’s a flesh golem barbarian, a derro magister, a ghoul necromancer, a hag water-witch, or a lycanthrope-hunting werewolf.

Whether your campaign is a standard fantasy monster hunt, a gothic romance, or an exercise in terror, Classic Horrors Revisited provides both historical insight and fresh new spins on these traditional icons of fear!

 
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98 Dungeon Crawl Classics #12: The Blackguard's Revenge F. Wesley Schneider
Goodman Games 2004-11-01 0975415662 Paperback New Paperback 
Brand new unread copy. No remainder mark.

Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere.

When the heroes come into town, word arrives that a nearby cloister of the god of valor is under siege by an army of undead. The adventurers travel to help defend the bastion of paladins, only to discover that these undead are actually ancient enemies of the paladins' order. They have discovered a way to exact vengeance for slights committed centuries ago, but to finish their plan they must breach the cloister's catacombs! Can the heroes battle them to the catacombs and defeat their horrific blackguard champion?

Features

  • You've asked for it: a DCC featuring an undead army. Here it is! A blackguard's army of wights, devourers, and mohrgs are ready to face your noble heroes.
  • 48 keyed encounter areas against a relentless army of undead
  • A magic item of near-artifact power holds the power to sway the battle -- will the heroes discover this fact in time to save the paladins?
  • Four illustrated player handouts

An adventure for character levels 9-11

 
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99 Dungeon Crawl Classics #34: Cage of Delirium F. Wesley Schneider
Goodman Games 2006-10-18 097796020X Paperback New Paperback 
Brand new unopened copy in plastic. Includes soundtrack CD.

Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics adventures don’t waste your time with long-winded speeches, weird campaign settings, or NPCs who aren’t meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you remember, and the secret doors you know are there somewhere.

For decades, the ruined mansion south of town has been the source of furtive whispers and ill omens. While many have forgotten the night the sky burned red and the old halls fell to flame, all know that now its grounds are a dead place, where only fools and the suicidal dare tread. Yet those who do remember that fateful night nearly forty years ago can tell another tale: a tale of generosity, good intentions, and an unlikely romance, but also of jealousy, blasphemous curiosity, and demoniac insanity. The mansion to the south wasn’t just some fop’s manor house, they say, but a hospital - an asylum of the insane. Now the heroes must infiltrate the long-abandoned, fire-scarred, and cursed halls of Haverthold Asylum. Can they put to rest the spirits that still stalk the ruin’s halls?

Features:

  • Includes Gates of Delirium, a complete soundtrack on CD specially cued to the adventure! Each room instructs the DM to cue the appropriate track, providing a truly immersive role playing experience.
  • Produced in cooperation with the award-winning musicians from Midnight Syndicate.
  • A truly unique adventuring experience that mixes puzzle-solving, mysteries, NPC interaction, and combat like you’ve never seen it before.
  • Written by Dragon editor Wes Schneider with cover art by TSR legend Erol Otus.

An adventure for character levels 6-8

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100 Pathfinder #8 Curse of the Crimson Throne: Seven Days to the Grave (Pathfinder Curse of the Crimson Throne) F. Wesley Schneider
Paizo Publishing, LLC. 2008-04-23 1601250916 Paperback New Paperback 
Brand new unread copy.

Bring Out Your Dead!

Death stalks the streets! The Curse of the Crimson Throne Adventure Path continues, bringing the blistering red hand of death to Korvosa. What starts as an isolated outbreak swiftly turns into a full-fledged epidemic and soon no one is safe. The city's resources quickly overwhelmed, a desperate queen takes harsh measures to stop the rising death toll. As bodies fill the streets, it falls to the PCs to seek allies among the city's desperate guardians, curb the tide of panic, and save who they can. But with the fates of thousands in their hands, can the PCs reveal the mastermind behind the unnatural plague before Korvosa becomes a single mass grave?

This volume of Pathfinder includes:

  • "Seven Days to the Grave," an adventure for 4th-level characters, by F. Wesley Schneider.
  • An investigation of diseases, plagues, pestilence, and their effects on fantasy worlds, by Rick Miller and Edward P. Healy.
  • The commandments of Abadar, the god of cities, wealth, and law, laid bare by Sean K. Reynolds.
  • Eando Klines dares the anarchic, monster-infested ruin of Urglin in the Pathfinder's Journal, by James Jacobs.
  • Six new monsters by F. Wesley Schneider.

The civil unrest in Korvosa has been dealt with, only to be replaced by a far more deadly and insidious threat. A horrific disease that leaves its dead deformed and faceless sweeps through the streets of Korvosa, death borne on the wind and steeped in the stones. Mass graves crowd the outer walls and plague doctors stalk the streets in a desperate attempt to prevent the sickness from spreading, yet is there something more to the plague than meets the eye?

This volume contains supplementary rules for handling large-scale urban disasters such as plagues and famines, and also presents a detailed exploration of Abadar, the god of cities and wealth. Several new monsters associated with sickness and disease round out the bestiary.

Pathfinder is Paizo Publishing's 96-page, perfect-bound, full-color softcover Adventure Path book printed on high-quality paper that releases in a monthly volume. Each volume is brought to you by the same staff which brought you Dragon and Dungeon magazines for over five years. It contains an in-depth Adventure Path scenario, stats for about a half-dozen new monsters, and several support articles meant to give Game Masters additional material to expand their campaign. Because Pathfinder uses the Open Game License, it is 100% compatible with the world's most popular fantasy roleplaying game.

 
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